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LIBRARY  OF  CONGRESS. 


i 


UNITED  STATES  OF  AMERICA.  ! 


THE  LAWS  AND  PRACTICE 

OF    THE 

GAME  OF  EUCHRE. 

As  adopted  by  the  Washington,  J),  ft,  Euchre  Club. 
BY  A  PKOFESSOK. 

ONE  OP  THE  OLDEST  AND  MOST  NOTED  EUCHRE   PLAYERS  IN  THE   UNITED 
STATES,  AND  A  MEMBER  OP  THE  WASHINGTON  EUCHRE  CLUB. 

TO  WHICH   IS  ADDED   THE 

RULES  FOR  PLAYING  "DRAW  POKER." 


f; 


PHILADELPHIA 
T.  B.  PETERSON  &  BROTHERS. 

1877. 


&VI249 


Entered  according  to  Act  of  Congress,  in  the  year  1877,  by 

T.  B.  PETERSON  &  BROTHERS, 

In  the  Office  of  the  Librarian  of  Congress,  at  Washington,  D.  C. 


PREFACE. 


No  sedentary  game  is  more  popular,  or 
so  generally  played  for  amusement  in  do- 
mestic circles,  throughout  the  wide  spread 
"eminent  demesne"  of  the  United  States, 
as  Euchre — the  Queen  of  all  card-games; 
and  but  few,  we  regret  to  say  it,  possess 
less  printed  authoritative  reference  for  con- 
sultation. Hence  difficulties,  doubts,  differ- 
ences of  opinion,  and  local  customs  of  play, 
exercise  an  irksome  influence  even  among 
skillful  players,  and  solely  for  the  want  of 
some  proper  compendium  of  the  laws  and 
of  the  correct  practice  of  the  game.  To 
supply  this  deficiency,  in  an  humble  way, 
the  ensuing  pages,  sanctioned  by  "very 
noble  and  approved  good  masters,"  are  ten- 
derly tendered. 

THE   AUTHOR. 
Washington,  D.  C. 


CONTENTS. 

— *** 

GAME  OF  EUCHRE. 

CHAPTER    I. 
Preliminary 23 

CHAPTER  II. 
Mode  of  Playing 35 

CHAPTER   III. 
On  Playing  Alone 44 

CHAPTER   IV. 
Lap,  Slam,  Jambone,  and  Jamboree.. —  59 

CHAPTER  V. 
Technicalities 78 

CHAPTER  VI. 
Laws  of  the  Game 88 

CHAPTER   VII. 
Hints  to  Tyros 105 

RULES  FOR  PLAYING  DRAW  POKER. 

The  Deal  and  Dealing  of  the  Cards..  .135 

Every  Player  for  Himself 138 

Drawing  of  Cards 140 

Relative  Value   of    Hands    in   their 

Order,  Beginning  with  the  Best 142 

(21) 


EUCHRE. 


CHAPTEE    I. 

PRELIMINARY. 


11  Four  knaves  in  garbs  succinct,  a  trusty  band, 
Caps  on  their  beads,  and  balberts  in  tbeir  band  ; 
And  party-color'd  troops,  a  shining  train, 
Drawn  forth  to  combat  on  the  velvet  plain.' ' — Pope, 


Those  clever  fellows,  who,  in  social  circles, 
or  at  the  club,  resort  to  the  exciting  combi- 
nations exhibited  by 

*"  The  painted  tablets,  dealt  and  dealt  again" — 

recreation  and  amusement  being  their  only 
aim — accredit  Euchre,  par  excellence,  the 
most  entertaining  and  fascinating  of  all  the* 
games  of  cards  yet  invented. 

(23) 


24  EUCHRE. 

The  earliest  knowledge  which  we,  person- 
ally, have  been  able  to  gather  of  this  our 
favorite  card-game,  was  its  introduction  in 
the  Metropolis  of  the  Union,  in  the  days — 
"  those  days  are  passed,  Floranthe" — of  Gen- 
eral  Jackson's  first  presidential  term,  by  an 
ardent  and  slightly  illiterate  admirer  of  the 
General's — an  Honorable  M.  C,  from  the 
Tennessee  State — who  was  wont  emphatically 
to  pronounce  it  the  "  hazardestest  game  on 
the  keards;"  though  the  game  had  been 
played,  long  prior  to  that  period,  in  every 
inhabited  township  plat  of  the  northwestern 
territory,  and  on  every  raft  and  steamboat 
afloat  upon  the  exulting  waters  of  the  Mis- 
sissippi Eiver. 

There  exists  a  legend  ascribing  its  inven- 
tion to  two  Friars,  "of  orders  gray,"  who 
had  been  imprisoned  for  some  improper  prac- 
tice, or  other  malversation.,  and  who  are  said 
to  have  invented  the  game  to  while  away  the 
tedious  hours  of  incarceration ;  but  the  story 
is  rather  apocryphal. 

It  is  also  narrated  that  the  game  sprang 


PRELIMINARY.  25 

like  Venus,  from  the  sea, — that  it  is  the  re- 
sult of  a  sailorman's  ingenuity,  Jack  revers- 
ing the  usual  order  of  things  on  shipboard 
by  placing  his  namesakes  in  command,  and 
giving  them  the  appropriate  nautical  appel- 
lations of  Eight-Bower,  and  Left-Bower, 
in  compliment  to  the  main  anchors  of  the 
ship. 

The  origin  of  the  game — generally  ad- 
mitted to  be  German — is  not  satisfactorily 
explained,  and  no  mention  whatever  is  made 
of  it  in  the  curious  and  elaborate  treatise  by 
S.  W.  Singer,  entitled  Eesearches  into  the 
History  of  Playing  Cards,  4to.,  London,  1816 ; 
nor  in  any  of  the  English  editions  of  Hoyle's 
Games;  nor  in  Captain  Crawley's  Handy 
Book  of  Games  for  Gentlemen,  12mo.,  London, 
1860.  The  French  are  equally  silent.  No 
notice  of  the  game  is  to  be  found  in  the  long 
and  learned  array  of  articles  on  the  various 
games  of  cards — and  their  name  is  legion — 
in  the  extended  Dictionnaire  des  Jeux  of  the 
Encyclopedia  Methodique ;  and  M.  Van-Tenac, 
in  his  Album  des  Jeux,  12mo.,   Paris,  1847 


26  EUCHRE. 

a  recent  and  careful  collection  of  modern 
games  of  cards,  seems  entirely  ignorant  of 
its  existence, 

We  have  just  learned  under  date  of  Paris 
December  8,  1861,  from  a  distinguished 
French  savant,  now  engaged  in  collecting 
materials  for  an  elaborate  and  scientific  trea- 
tise on  card-games,  that  Euchre  is  not  of 
French  origin,  and  that  the  game  is  not  no- 
ticed by  any  French  writer  on  games. 

In  this  country  the  only  teaching  we  have 
of  the  game — except  a  few  paragraphs  in  the 
late  American  editions  of  Hoyle's  Games, 
and  of  Bohn's  New  Hand-Book  of  Games — 
is  contained  in  The  Game  of  Euchre ;  with  its 
Laws,  32mo.,  Philadelphia,  1850,  pp.  32, 
attributed  to  a  late  learned  jurist — a  our  illus- 
trious predecessor" — and  to  which  little  vol- 
ume we  hereby  acknowledge  ourselves  greatly 
indebted. 

The  name  itself  even — Euchre — is  a  mys- 
tery. Although  the  game  is  generally  sup- 
posed, in  this  country,  to  be  of  German  in- 
vention, yet   we  are  informed  by  the  most 


PRELIMINARY.  27 

eminent  linguist  in  Germany,  Professor 
Grimm,  of  the  University  of  Berlin,  that 
Euchre  is  not  a  German  word,  and  has  no 
sound  of  the  language. 

It  has  been  facetiously  suggested  that  it 
might  possibly  be  the  German  for  Eureka ! 
denoting  that  the  Queen  game  of  cards  has 
at  last  been  found !  But,  as  we  do  not  pro- 
fess to  especial  erudition  in  the  Teutonic  lin- 
guistics, we  venture  no  opinion  of  its  philo- 
logical deduction.  Nor  can  we  trace  the  least 
analogy  or  affinity,  as  regards  the  promotion 
of  the  Knaves  into  the  rank  of  commanding 
cards,  when  of  the  suit,  or  color,  of  the 
trump,  to  any  other  card-game.  In  some 
few  particulars,  however,  it  bears  quite  a 
resemblance  to  the  game  of  Ecarte.  How 
so  animated  and  bright  a  game  ever  sprang 
from  the  brain  of  a  phlegmatic  German  is 
somewhat  marvellous — unless,  it  may  have 
been  invented  by  that  identical  Baron,  portly 
and  solid  like  the  rest  of  them,  who  was 
making  the  most  terrible  racket  in  his  soli- 
tary apartment,  in  Paris,  one  morning,  jump- 


28  EUCHRE. 

ing  over  stools  and  slippers,  and  other  u  anti- 
altitudinous"  articles,  and  whose  noted  reply 
to  the  agitated  and  expostulating  gargon, 
was,  JTapprends  a  etre  vxf.  He  may  have  sue* 
eeeded  in  attaining  the  lively ! 

Whatever  its  origin,  Euchre  appears  to 
have  been  introduced  into  the  United  States 
by  the  German  settlers  of  Pennsylvania,  and 
from  that  State  gradually  to  have  been  disse- 
minated throughout  every  State  of  the  Union. 
But  the  original  game  has  been  so  much 
improved  by  the  variations  and  additions 
bestowed  upon  it  in  consequence  of  its  great 
popularity  with  all  classes  in  this  country, 
that  it  may  now  fairly  be  denominated  one  of 
our  peculiar  American  institutions.  A  squat 
ter,  in  the  "Land  of  the  West,"  would  con 
sicler  his  education  sadly  neglected,  now-a 
days,  if  a  knowledge  of  this  game  was  not 
one  of  his  attainments ; — it  is  as  necessary  to 
his  enjoyment  of  life  as  a  stone-jug  of 
"Bourbon,7'  with  a  corn-cob  "cork" — the 
11  democratic  decanter,"  as  they  call  it. 

The  word  Bauer,  the  German  for  Jack,  01 


PRELIMINAEY.  29 

Knave,  Americanized  to  Bower,  is  said  to 
be  the  only  term  used  in  the  game  which 
has  been  adopted  from  the  German. 

Whist — and  here  let  us  pause  with  reve- 
rence— "not  that  I  loved  Caesar  less,  but 
that  I  loved  Eome  more" — Whist,  we  re- 
sume, since  Hoyle  perfected  its  invention, 
and  published  his  treatise  on  the  game,  about 
one  hundred  and  twenty  years  ago,  has  been 
universally  acknowledged  to  be  the  noblest 
game  played  with  cards.  As  twenty  more 
cards  are  involved  in  its  play  than  at  Euchre, 
and  every  one  of  them  delivered  in  each 
deal,  the  game  is  undoubtedly  more  exact 
and  mathematical.  We  fancy,  however,  that 
it  is  this  very  absence  of  mathematical  accu- 
racy which  is  one  of  the  peculiar  merits  of 
our  game ;  for  nearly  one-third  of  the  Euchre 
pack  is  not  distributed  in  the  deal,  but 
remains  in  the  talon;  thus  adding  to  the 
variety  and  the  chances  of  the  play,  and 
affording  exciting  combinations  for  the  exer- 
cise of  the  shrewd  player's  judgment.  But 
we  are  free  to  confess  that,  in  nearly  a  quar- 


30  EUCHRE. 

ter  of  a  century's  addiction  to  Euchre — viginti 
annorum  lucuhmtiones — we  have  never  met  a 
fine  player  of  both  games  who  did  not  much 
prefer  our  pet  game. 

"We  repeat,  then,  that  accomplished  adepts 
at  both  games — those  social  spirits  who  make 
of  play  a  delassement,  and  not  a  laborious 
speculation — greatly  prefer  Euchre,  because 
of  the  more  sprightly  character  of  the  game, 
and  its  less  mathematical  exactness — giving 
more  scope  to  chance  and  judgment,  and 
affording  a  much  keener  enjoyment.  And 
then  consider,  that  during  the  entire  play  of 
all  the  thirteen  tricks  at  Whist,  the  most 
lugubrious  silence,  which  is  not  our  grand 
talent,  must  prevail — for  we  can  only  "  speak 
by  the  card" — and,  indeed,  it  has  become  an 
axiom  of  that  game,  that  whoever  approxi- 
mates nearest  to  being  dumb  may  be  deemed 
the  best  player!  At  Euchre,  on  the  con- 
trary, every  deal  of  five  cards  a- piece  only — 

"  Oph.     'Tis  brief,  my  Lord  ; 
Ham.     As  woman's  love  ;" — 

is  played  out,  dashingly,  in  a  few  minutes, 


PRELIMINARY.  31 

affording  opportunities  to  discuss  the  general 
topics  of  the  day,  for  lively  repartee  and 
anecdotes  —  those  gems  of  conversation  — 
while  the  contrasts  of  chagrin  and  joy  pre- 
sented by  unlooked-for  defeat  or  success,  so 
often  recurring  in  the  various  vicissitudes  of 
play,  "  serve  to  set  the  table  on  a  roar." 
Such  a  seance  will  frequently  glide  away  so 
delectably  as  to  inoculate  pale  melancholy 
with  the  bud  of  mirth. 

In  a  transit  of  the  Atlantic,  or  a  voyage 
to  the  Indies,  which  "  drags  its  slow  length 
along" — especially  when  not  sea-sick — Whist 
naturally  presents  peculiar  advantages  to 
those  whose  "  only  labor  is  to  kill  the  time, 
and  labor  dire  it  is,"  says  the  poet.  But,  if 
one  desires  to  amuse  and  tickle  oneself — 
•'when  sailing  o'er  life's  troubled  main" — for 
the  limited  period  of  eight  or  ten  hours  only, 
in  the  pleasant  occupation  of  disclosing  the 
mysterious  combinations  produced  by  thirty- 
two  cards — seasoned  with  cheerful  conversa- 
tion and  innocent  mirth  the  while,  we  com- 
mend him  to  Euchre. 


32  EUCHRE. 

Euchre  may  be  likened  to  that  refined  and 
seductive  beverage..  Champagne  wine — spark- 
ling and  bright — while  Whist  more  resem- 
bles the  potent,  heady  tipple,  the  Brown-stout 
of  its  native  England. 

Of  all  sedentary  amusements — except  a 
fourth  class  clerkship  in  the  Treasury  De- 
partment— ice  most  ''  affectionate"'  Euchre. 

But.  repawns  a  .s.     The  game  of 

Euchre  is  played  with  thirty-two  cards — the 
six.  five,  four,  tray,  and  deuce  of  each  suit 
having  been  withdrawn  from  a  "Whist  or 
whole  pack.  The  tray  and  deuce  of  spades 
and  diamonds,  of  the  refuse  cards,  are  ordi- 
narily used  for  the  purpose  of  counting  the 
game.  Recently,  however,  packs  are  ex- 
pressly manufactured  for  this  game,  (as  well 
as  for  Picquet  and  Ecar:£,  also  played  with 
the  same  number  of  cards.)  by  M.  De  la  Rue, 
the  eminent  publisher  of  playing  cards  in 
London,  and  they  may  readily  be  obtained  in 
all  of  our  larger  cities. 

The  Knave  of  trumps,  the  Right-Bower  as 
it  is  termed,  is  the  highest   or  be**  trump ; 


PRELIMINARY.  33 

and  the  other  Knave  of  the  same  color, 
termed  the  Left  Bower,  is  the  next  highest 
card.  The  remaining  cards,  including  the 
Knaves  of  the  black,  suits  when  a  red  suit  is 
trump,  and  vice  versa,  have  the  same  relative 
value  as  at  Whist. 

It  is  usual  to  play  with  two  packs,  distin- 
guished by  backs  of  different  colors,  and  the 
pack  selected  by  each  party  at  the  commence- 
ment of  a  game,  should  not  be  changed  dur- 
ing the  play  of  that  game. 

Various  customs  of  play  prevail  in  differ- 
ent coteries  and  clubs,  but  the  compiler  has 
endeavored  to  follow  those  customs  which  are 
most  in  vogue,  and  are  most  consistent  with 
the  spirit  of  the  game,  and  the  chances  on 
the  cards. 

There  are,  also,  many  varieties  of  the 
game,  with  the  denominations  of  Ace-Euchre, 
Booster,  Set-Back,  Cut-Throat,  and  the  like, 
and  Euchre  may  be  played  by  any  number  of 
persons,  from  two  to  six.  But,  the  only  game 
worthy  of  the  scientific  player  is  that  which  is 

played  by  four  persons,  who  cut  for  partners, 
2 


34  BUCHBS. 

as  at  Whist,  and  it  is  to  them  that  this  Trea- 
tise  is  most  affectionately  dedicated. 

"Let  not  cards,  therefore,  be  depreciated; 
a  happy  invention,  which,  adapted  equally  to 
every  capacity,  removes  the  invidious  dis- 
tinctions of  nature,  bestows  on  fools  the  pre- 
eminence of  genius,  or  reduces  wit  or  wisdom 
to  the  level  of  folly."  Henry's  History  of 
Great  Britain,  vol.  12,  p.  385. 

Axiom. — If  you  are  invited  from  home  to 
assist  at  a  Euchre  party,  and  the  tempestuous 
inclemency  of  the  weather  should  be  terrific, 
if  your  wife  does  not  object  too  much, — go. 
Your  failure  "to  be  thar"  may  seriously  in- 
convenience your  friends. 


CHAPTER    II. 

MODE    OF    PLAYING. 


"They  know  not  when  to  play,  where  to  play,  noi 
what  to  play. — Middleton. 
a  Who  plays— who  plays — who  plays." — Old  Play, 
"How  absolute  the  Knave  is  !" — Shakspeare. 


The  game  of  Euchre,  which  consists  of  five 
points  only,  is  played  by  four  persons,  who 
cut  for  partners.  It  is  the  practice  in  some 
circles  for  the  players  to  determine  among 
themselves  who  shall  be  associated  together 
as  partners,  and  then  to  throw  round,  one 
card  at  a  time  to  each  player,  for  the  first 
Knave,  which  gives  the  deal  to  the  player  to 
whom  it  is  thrown ;  but  the  more  approved 
method  is  to  cut  for  partners,  the  two  highest 
becoming  partners  against  the  two  lowest. 
He  who  cuts  the  lowest  card  wins  the  deal ; 
and,  in  cutting,  the  Ace  is  accounted  the 
lowest,  and  the  Knaves  rank  as  at  Whist. 

(35) 


86  EUCHRE. 

When  the  game  is  formed,  and  the  players 
seated  at  the  table,  partners  opposite  to  each 
other,  so  that  each  player  is  between  his  two 
adversaries,  the  player  who  has  won  the  deal 
shuffles  the  pack  and  presents  it  to  his  right- 
hand  adversary  to  cut.  The  dealer  then 
places  the  cards  lifted  off  by  the  cut  at  the 
bottom  of  the  pack  and  distributes  twenty 
cards,  by  giving  five  of  them  in  two  rounds, 
of  two  and  three,  or  by  three  and  two,  to 
each  player,  beginning  with  his  left-hand  ad- 
versary, and  then  turns  up  the  twenty -first 
card,  which  he  places  on  the  top  of  the  talon, 
for  the  trump. 

The  remaining  cards  of  the  pack,  called  the 
talon,  or  stock,  he  places  on  the  table  to  his 
right.  The  deal  passes  in  rotation  as  long  as 
the  parties  continue  to  play. 

The  dealer's  left-hand  adversary,  who  is 
termed  the  eldest-hand,  then  examines  the 
cards  dealt  to  him,  and  if  he  is  of  opinion 
that  he  can  win  three  of  the  five  tricks  at 
the  suit  turned  up  for  trumps,  he  says,  "I 
order  it  up,"  and  the  card  turned  up  by  the 


MODE   OF   PLAYING.  37 

dealer  then  becomes  the  trump.  But,  if  he 
thinks  he  cannot  win  three  of  the  tricks,  he 
simply  says,  "  I  pass." 

If  he  passes,  the  dealer's  partner  then  ex- 
amines his  cards,  and  if  he  believes  that  him< 
self  and  partner  can  win  three  tricks  at  the 
suit  turned  up,  he  says,  "I  will  assist,"  and 
the  turn-up  card  then  also  indicates  the  trump 
suit.  But  if  he  believes  that  himself  and 
partner  cannot  win  three  tricks,  he  also  says, 
"I  pass."  The  third  player,  after  looking 
at  his  cards,  for  the  same  reason  that  influ- 
enced his  partner,  either  says,  a  I  order  it  up," 
or,  "I  pass." 

If  all  the  players  have  passed,  the  dealer 
then  examines  his  hand,  and  if  he  is  confident 
of  winning  three  tricks  by  playing  with  his 
partner,  he  says,  "  I  take  it  up."  He  then  dis- 
cards the  card  of  lowest  value  in  his  hand, 
and  places  it,  face  downwards,  under  the  talon, 
and  the  turn-up  card  belongs  to  him  in  lieu 
of  the  one  discarded.  The  dealer  is  always 
entitled  to  discard  one  card  and  take  the  turn- 
up, or  trump  card,  into  his  hand,  whether  it 


88  EUCHRE. 

is  ordered  up  by  his  antagonists,  or  lie  is  as- 
sisted by  his  partner,  or  takes  it  up  himself. 
Should  the  dealer  be  doubtful  of  winning 
three  tricks  at  the  suit  turned  for  trump,  he 
says,  "I  turn  it  down,"  and  immediately 
places  the  turn-up  card,  face  down,  on  the 
talon. 

If  all  the  players,  including  the  dealer,  de- 
cline to  play  at  the  suit  turned  up,  the  eldest- 
hand  then  has  the  privilege  of  making  a 
trump,  and,  should  his  hand  be  sufficiently 
strong  to  win  three  tricks,  he  says,  "  I  make 

it  ,"  naming  the  suit  he  prefers,  which 

then  becomes  the  trump  suit.  If  his  cards 
are  not  strong  enough  to  win  three  tricks,  he 
says,  "  I  pass  the  making."  The  second  and 
third  player  in  rotation,  have  the  same  privi- 
lege of  naming  a  trump  suit,  and,  after  them, 
the  dealer.  But,  if  all  the  players,  including 
the  dealer,  pass  the  making,  the  deal  is  for- 
feited, and  belongs  to  the  last  dealer's  left- 
hand  adversary,  who  immediately  gathers  the 
cards  for  dealing. 

But,  when   the  deal   is  completed,  if  the 


MODE    OF   PLAYING.  39 

eldest-hand,  on  first  looking  at  his  cards,  be- 
lieves that  his  hand  is  strong  enough  to  win 
three  tricks  if  the  suit  turned  up  is  trumps,  he 
orders  it  up,  which  makes  that  the  trump  suit, 
and  it  must  be  played  accordingly.  The 
dealer  then  discards,  and  the  play  commences. 
The  eldest-hand  opens  the  game  by  leading  in 
any  suit  he  chooses,  and  all  the  other  players 
follow  to  it,  in  regular  order;  and  whoever 
plays  the  highest  card  wins  the  trick,  which 
entitles  him  to  the  next  lead.  A  player  must 
always  play  a  card  of  the  suit  led,  if  he  holds 
one,  on  penalty  of  giving  his  adversaries  two 
points  for  the  revoke.  But,  if  he  has  no  card 
of  the  suit  led,  he  can  trump  or  not  at  his 
option.  The  player  who  has  won  the  first 
trick  then  leads,  and  the  play  continues,  in 
like  manner,  until  the  five  cards  in  each  hand 
are  all  played  out.  The  trump,  as  at  all  other 
games,  is  the  commanding  suit,  the  lowest 
trump  winning  the  highest  cards  of  either  of 
the  other  three  suits. 

If  the  eldest-hand  passed  and  the  dealer's 
partner   assisted,  or   if  the  dealer's  partner 


40  EUCHBE. 

passed  and  the  partner  of  the  eldest-hand 
ordered  it  up,  or  if  the  latter  having  passed, 
the  dealer  takes  up  the  trump,  the  mode  of 
play  is  the  same. 

If  the  player,  who  orders  it  up,  and  his 
partner,  win  three  of  the  five  tricks — the  odd 
trick,  as  it  is  termed — they  score  one  point  to 
the  game.  K  they  win  four  of  the  five  tricks 
they  are  also  entitled  to  count  one  point  only. 
But  if  they  gain  all  five  of  the  tricks,  w^ 
is  termed  making  a  march,  they  score  two 
points  towards  game. 

But  if  a  trump  is  ordered  up,  or  is  taken 
up :  or,  if  a  trump  is  made  by  either  player, 
and  such  player  and  his  partner  fail  to  win 
::::ir  :r::ks.  ::tt  are  Euch?.ii\  as  i:  :s  tern:-::. 
which  entitles  their   antagonists  to  add  two 
points  to  the  score  of  their  game.     And 
if  one  party  win  all  five  tricks  when  their  op- 
ponents adopt  or  make  a  trump,  which  will 
rarely  occur,  except  when  the  trump-car 
ordered  up  for  the  Bridge, — explained  infra, — 
the  winning  party  are  only  entitled  to  c 
for  the  Euchre,  which  is  two  points. 


MODE   OF    PLAYING.  41 

The  eldest-hand,  in  leading,  should  placo 
his  card  on  the  table  immediately  before  him, 
and  each  player,  in  rotation,  should  observe 
the  same  method — a  practice  which  prevents 
any  misunderstanding  about  the  ownership  of 
cards ;  and,  as  no  player  has  a  right  to  ask 
who  played  any  particular  card,  this  practice 
also  serves  to  designate  each  player's  card  by 
its  position  on  the  board. 

The  tricks  belonging  to  either  party  may 
be  turned  and  collected  by  the  player  who 
wins  the  first  trick,  on  either  side ;  but  the 
^  better  mode  is  to  agree,  at  the  commencement 
of  the  game,  that  one  of  the  partners  of  op- 
posite sides  shall  gather  all  the  tricks  won  by 
himself  and  partner,  and  shall  also  keep  the 
score  of  the  game. 

The  five  points  constituting  game  are 
counted  with  the  tray  and  deuce  of  the  refuse 
cards,  termed  counters,  which  are  placed  at 
two  diagonal  corners  of  the  table,  and  in 
such  a  manner  as  always  to  be  in  view,  for 
no  player  should  ask   how  the   score  of  the 


42  EUCHRE. 

game  stands,  or  call  his  partner's  attention 
to  it. 

The  game  is  scored  by  placing  the  tray  of 
the  two  counters,  crosswise,  with  the  face 
down,  upon  one  half  the  face  of  the  deuce, 
leaving  only  one  of  its  pips  exposed,  for  one 
point.  To  count  two,  the  deuce  is  with- 
drawn from  beneath  the  tray,  upon  which  it 
is  placed  back  to  back.  For  three,  both  cards 
are  turned  over,  exposing  the  face  of  the 
tray.  Four  is  counted  by  removing  the 
deuce  from  below  the  tray,  and  replacing  it, 
lengthwise,  half  covered,  with  the  face  up. 
This  arrangement  of  the  position  of  the 
counters  should  always  be  adopted,  for  then 
no  mistake  in  the  count  can  occur — except, 
only,  at  the  score  of  one — should  the  count- 
ers by  accident  be  displaced  on  the  table. 

The  number  of  games  won  by  each  party 
may  be  reckoned  with  an  ordinary  four- 
bladed  penknife,  in  this  manner:  a  blade 
one-quarter  open  for  one  game;  half  open 
tor  two  games ;  three-quarters  open  for  three 
games;  fully  opened,  for  four  games.      The 


MODE   OF   PLAYING.  43 

second  blade  can  reckon  four  more  games, 
which  will  be  eight — when  you  count  them — 
and  the  entire  four  blades  open  will  reckon 
as  many  as  sixteen  games.  "Cut  and  come 
again."  The  knife  may  then  be  closed,  if  the 
players  are  lucky  or  skillful  enough  to  con- 
tinue its  use;  and  sixteen  more,  or  forty- 
eight,  or  ad  infinitum  games  may  be  reckoned 
on  it.  If  this  simple  practice  will  not  suit 
the  fastidious,  we  will  con-nive  at  any  other 
method. 

The  mode  of  playing  is,  at  times,  varied 
by  one  of  the  players  announcing  that  he 
will  Play  Alone — a  variation  of  such  great 
interest  and  amusement  —  and  peculiar,  in 
many  respects,  to  this  game — that  we  respect 
fully  beg  leave  to  be  permitted  to  treat  the 
modus  operandi  somewhat  at  length  in  the 
ensuing  Chapter. 


CHAPTER    III. 

ON  PLAYING  ALONE. 


"  Solitary  and  alone  I  set  this  ball  in  motion." 

Benton* 

"  There's  a  game  much  in  fashion— I  think  it's  called 

Euchre, 
(Though  I  never    have   played  it,    for   pleasure   or 

lucre,) 
In  which  when  the  cards  are  in  certain  conditions, 
The  players  appear  to  have  changed  their  positions,. 
And  one  of  them  cries  in  a  confident  tone, 
*I  think  I  may  venture  to  go  it  alone.1  M — Saxe. 
"  Alone  I  did  it." — Shakspeare. 


It  occurs  quite  often  during  an  evening 
passed  in  social  intercourse  at  Euchre,  that  a 
player  has  dealt  to  him  five  cards  of  such  su- 
perior value  that  he  is  quite  confident  of  win- 
ning all  the  five  tricks  without  playing  with 
his  partner,  and  in  such  case  he  announces 
that  he  will  Play  Alone.  The  proper  time  to 
(44) 


PLAYING   ALONE.  45 

declare  this  intention  is  when  it  is  the  turn  of 
the  player  who  holds  the  lone  hand,  as  it  is 
termed,  either  to  order  up  the  trump,  or  assist ; 
or,  if  the  dealer,  when  he  takes  up  the  trump 
and  before  he  discards ;  or,  when  the  player, 
or  his  partner,  makes  the  trump.  In  each 
case  the  player  makes  known  his  intention  by 
saying,  distinctly  and  unequivocally,  "I  Play 
Alone."  His  partner  then  places  the  cards 
dealt  to  him,  faces  down  on  the  table  imme- 
diately before  him,  and  is  not  permitted  to 
make  any  remark  in  relation  to  the  value  of 
the  cards  which  he  had  in  his  hand,  during 
the  play  of  the  five  tricks. 

The  eldest-hand  leads.  The  eldest-hand  is 
always  entitled  to  the  lead,  except  when  his 
partner  Plays  Alone,  and  then  the  lead  is  trans- 
ferred to  the  dealer's  partner,  for  the  partner 
of  the  player  playing  alone  is  always  hors 
de  combat  during  the  play  of  that  hand. 

If  the  player  who  Plays  Alone,  wins  all 
five  of  the  tricks  from  his  antagonists,  he  is 
entitled  to  score  four  points  to  his  game.  But 
if  he  only  makes  four  or  three  of  the  tricks, 


46  EUCHRE. 

he  can  count  but  one  point.  Should  he  fail 
to  win  three  tricks,  however,  he  is  Euchred, 
which,  when  playing  alone,  counts  his  antago- 
nists the  same  number  of  points  that  he  would 
have  gained  if  successful  in  winning  all  the 
tricks,  namely,  four  points. 

In  playing  the  game  on  the  Mississppi 
river,  if  the  player  who  Plays  Alone  is 
Euchred,  the  steamer  is  stopped  at  the  first 
landing  and  the  unlucky  player  is  put  ashore. 
In  the  State  of  Arkansas  he  is  carried  out  to 
be  hung  to  the  first  adjacent  tree,  without 
benefit  of  clergy.  But  in  a  more  refined  and 
better  established  order  of  civilization,  a 
hearty  laugh  against  him  is  the  only  penalty 
he  has  to  endure  for  the  misplaced  confidence 
on  the  cards — except  those  four  points  to  the 
game  of  his  opponents. 

It  is  customary  in  some  coteries  to  count 
but  two  points  when  the  adverse  party  Euchre 
the  player  who  Plays  Alone,  and  as  part  and 
parcel  of  the  same  usage  either  of  his  antago- 
nists holding  high  cards  in  the  trump  suit, 
may  also  Play  Alone  against  him.     In  such 


PLAYING   ALONE.  47 

a  case,  each  player  plays  without  his  partner, 
and  he  who  wins  the  odd  trick,  is  entitled  to 
score  the  four  points.  But  this  practice,  and 
quite  deservedly,  receives  but  little  favor,  as 
the  approved  mode  of  play  achieves  the  same 
result. 

There  is  also  another  improper  custom,  ad- 
hered to  by  a  few  players  only,  which  trans- 
fers to  the  player  who  announces  a  lone  hand, 
the  right  to  lead,  without  any  regard  what- 
ever to  the  position  he  holds  to  the  dealer,  or 
indeed,  if  it  should  be  the  dealer  himself  who 
"Plays  Alone.  But  this  practice  is  too  much  at 
variance  with  the  spirit  of  the  game  to  be 
tolerated  by  experienced  players. 

If  the  dealer's  partner  assists,  or  makes  a 
trump,  the  dealer  has  the  privilege  of  Playing 
Alone,  and  if  the  eldest-hand  orders  up  the 
trump,  or  makes  a  trump,  his  partner  may,  in 
like  manner,  Play  Alone. 

It  occasionally  happens  that  each  one  of 
two  partners  may  hold  a  lone  hand,  and  in 
that  event  the  right  of  Playing  Alone  belongs 
to  the  partner  whose  turn  to  play  is  last.    For 


48  EUCHRE. 

example:  A  and  C  are  partners  opposed  to  B 
and  D.  A  deals  and  gives  each  of  his  oppo- 
nents a  lone  hand.  B;  who  is  the  eldest-hand, 
orders  up  the  trump  card,  and  announces  that 
he  will  Play  Alone.  D,  his  partner,  has  the 
right  to  take  the  privilege  of  Playing  Alone 
from  him.  But  in  this  case,  the  partner  D  is 
compelled  to  Play  Alone,  and  the  player  B, 
who  first  announced  a  lone  hand,  cannot  play, 
lot  withstanding  that  he  would  have  a  great 
advantage,  being  entitled  to  the  lead.  If  this 
rule  did  not  prevail,  an  unfair  player,  wishing 
to  intimate  the  strength  of  his  own  hand  to 
his  partner,  might  say  that  he  would  Play 
Alone,  after  his  partner  had  announced  his 
intention  to  do  so,  and  then  decline  to  Play 
Alone,  which  would  convey  to  his  partner  the 
information  that  he,  also,  had  a  strong  hand 
at  trumps,  and,  in  that  way,  give  him  a  great 
and  an  improper  advantage.  Until  this  rule 
was  established,  the  compiler  had  often  wit- 
nessed partners,  both  holding  lone  hands, 
bickering  with  each  other  before  they  could 
agree  as  to  which  one  should  have  the  privi 


PLAYING   ALONE.  49 

lege  of  Playing  Alone,  which,  of  course,  as 
developing  their  hands  to  each  other,  was  en- 
tirely unfair. 

Should  the  eldest-hand,  holding  very  strong 
cards  at  the  suit  turned  up  for  trumps,  and 
being  also  strong  at  next  in  suit,  pass — which, 
by  the  way,  is  always  done  in  order  to  Euchre 
the  adverse  party  in  case  they  take  up  the 
trump — and  his  partner  also  holds  a  strong- 
hand  of  the  trump  suit,  and,  in  his  turn, 
orders  it  up,  the  eldest-hand,  having  once 
passed  the  trump,  cannot  then  Play  Alone, 
but  must  take  the  chances  with  his  partner  to 
win  a  march.  A  player,  having  once  passed 
the  trump,  or  passed  the  making,  cannot  Play 
Alone,  when  his  partner  orders  up,  or  makes 
a  trump.  We  have  known  it  asserted  that  when 
the  eldest-hand — being  strong  in  trumps  and 
also  at  next  in  suit — passes,  and  his  partner, 
when  in  turn,  orders  up,  that  the  eldest-hand 
may  then  re-enter  and  be  permitted  to  Play 
Alone.  But  this  practice  is  clearly  too  unfair 
to  be  entertained,  and  we  most  unqualifiedly 

denounce    it   as    entirely    incompatible   with 
3 


50  EUCHRE. 

the  principles  of  play  and  the  spirit  of  the 
game. 

Four  high  trumps  and  an  Ace  of  a  lay  suit 
constitute  a  good  lone  hand.  Three  high 
trumps,  with  an  Ace  and  the  seven  even  of  the 
same  suit,  is  often  a  winning  lone  hand.  A 
sequence  of  the  Left-Bower,  Ace,  and  King 
of  trumps,  and  commanding  lay  cards,  is 
always  a  good  lone  hand,  because,  if  the 
Eight-Bower  is  out  against  it,  one  point  only 
could  be  made  if  both  partners  played  to- 
gether ;  and,  if  it  is  not  out,  the  player,  who 
Plays  Alone,  has  a  fair  chance  to  win  all  the 
tricks.  In  Playing  Alone,  the  eldest-hand, 
being  entitled  to  the  lead,  may  Play  Alone 
with  a  less  strong  hand,  than  either  of  the 
other  players ;  and,  he  may  sometimes,  when 
cards  are  running  favorably  for  him  and 
unfavorably  to  his  opponents,  win  all  the 
five  tricks  when  holding  only  the  Eight- 
Bower  and  a  small  trump,  with  commanding 
cards  in  one  or  more  suits. 

But  although  the  Eight-Bower  and  a  small 
trump — the  seven  even— supported  with  com- 


PLAYING    ALONE.  51 

loanding  cards  in  lay  suits,  frequently  make  a 
winning  lone  hand,  yet  it  would  not  be  recom- 
mended to  the  tyro  to  play  so  bold  a  game. 
Players  of  experience  are  at  times  indulged 
with  a  presentiment  as  they  call  it,  foretelling 
that  so  small  a  lone  hand  will  win,  but  such 
prescience  is  more  the  result  of  observation 
than  luck. 

In  Playing  Alone,  whether  the  trump  is 
adopted  or  made,  the  lead  is  always  a  deci- 
ded advantage,.  "Put  that  in  your  pipe,  and 
smoke  it. " 

The  dealer,  being  the  last  player  to  the 
first  trick,  may  also  venture  to  Play  Alone 
on  a  less  strong  hand  than  either  of  the  other 
players,  except  the  eldest-hand. 

"  There  is  a  tide  in  the  affairs  of  men, " 
which  is  often  "  taken  at  the  flood "  by  ac- 
complished players,  who  will  then  hazard  a 
lone  hand  with  comparatively  small  cards. 
Suppose  the  dealer  "  at  the  flood, "  and  he 
Plays  Alone  with  the  Eight-Bower,  King 
and  nine  of  trumps,  with  an  Ace,  and  a  Queen 
— or  inferior    card    even — of    different   lay 


52  EUCHRE. 

suits.  In  this  case,  after  he  has  won  the  first 
two  tricks  with  trumps,  it  is  smart  play  to 
lead  the  Ace  of  the  lay  suit,  especially  if  the 
adversaries'  trumps  are  exhausted,  for  the 
opponents  supposing  he  would  naturally  hold 
another  card  of  the  same  suit  as  the  Ace  led 
for  the  third  trick,  would  retain  a  card  of 
that  suit,  if  a  medium  one  only,  and  throw 
away  a  King,  or  an  Ace  even,  of  a  different 
suit,  when  the  last  trump  was  led  for  the 
fourth  trick,  and  the  Queen,  or  lower  card, 
by  such  play,  frequently  wins. 

When  the  dealer,  having  only  three  trumps, 
is  discarding  to  Play  Alone,  it  is  much  safer 
to  put  out  even  so  high  a  card  as  the  King 
of  a  lay  suit,  being  the  only  card  he  has  of 
the  suit,  and  retain  an  inferior  card,  should  it 
be  so  low  as  the  seven,  of  a  suit  of  which  he 
holds  the  Ace;  for,  after  winning  three  tricks 
in  trumps,  the  chances  that  the  Ace  of  the 
lay  suit,  when  led,  will  exhaust  the  cards  in 
that  suit  and  enable  the  seven  to  win  the  last 
trick,  are  decidedly  more  in  his  favor  than 
that  the  Kino-  would  win  on  the  first  lead  oi 


PLAYING   ALONE.  53 

the  suit  if  he  had  retained  it.  For  the  same 
reason,  three  commanding  trumps  with  an 
Ace  and  seven  of  a  lay  suit,  is  considered  a 
better  lone  hand  than  four  trumps  with  a 
King  of  a  lay  suit.  But,  although  a  player 
may  frequently  hazard  to  Play  Alone  on  a 
moderately  strong  hand,  when  a  gentle  course 
of  luck  comes  wooingly  to  him,  yet  he  must 
remember  that  like  another  too  well  known 
course,  it  "  never  did  run  smooth.  n  Instance 
a  sad  example  :  The  dealer,  having  comple- 
ted the  distribution  of  the  cards,  turns  up  the 
Ace  of  spades  for  the  trump.  The  eldest- 
hand,  examining  his  cards,  finds  he  holds  the 
Eight-Bower  and  seven  of  spades,  and  the 
seven,  eight,  and  nine  of  clubs,  and  passes — 
as  he  should  with  that  hand  at  any  stage  of 
the  game.  The  other  two  players  also  pass, 
and  the  dealer  having  in  hand  the  Left-Bower 
and  King  of  spades,  with  the  Ace  and  ten  of 
hearts,  and  the  Ace  of  diamonds — a  captiva- 
ting hand — announces  that  he  will  Play 
Alone,  and  discards  the  ten  of  hearts — his 
own  heart  brimful  of  hope.     The  eldest-hand 


54  EUCHRE, 

leads  either  of  the  small  clubs  which  his 
partner,  holding  but  one,  follows,  and  the 
dealer  wins  with  the  Ace  of  trumps.  He 
then  leads  the  Left-Bower,  which  the  eldest- 
hand  wins  with  the  Right-Bower,  and  leads 
another  club,  which  forces  the  dealer  to  play 
the  King  of  trumps.  The  seven  of  trumps 
will  then  win  either  Ace  that  is  led,  and  the 
third  club  winning  the  remaining  Ace,  the 
very  strong  lone  hand  is  absolutely  Euchred. 

In  Playing  Alone  and  winning,  the  card 
of  lowest  value  should  always  be  the  last 
card  led,  because  when  the  adversaries  are 
throwing  away  on  the  preceding  leads  the 
chances  of  losing  that  inferior  card  are 
diminished. 

When  playing  against  a  lone  hand  a  part- 
ner throws  away  high  cards  of  one  suit,  it  is 
to  be  presumed  that  he  holds  commanding 
cards  in  some  other  suit,  and  his  partner 
should  therefore  retain  his  highest  card  in 
the  suit  his  partner  throws  away,  when  he 
has  one,  in  preference  to  any,  not  a  command 
ing  card,  of  a  different  suit. 


PLAYING   ALONE.  55 

When  a  suit  is  trumped  by  the  player  who 
Plays  Alone,  of  course  his  opponents  will 
throw  away  all  the  cards  they  hold  of  that 
suit  to  the  lone  player's  winning  cards,  when 
their  trumps  are  exhausted. 

Should  a  player  lose  the  first  or  the  second 
trick,  Playing  Alone,  he  must  then  play  cau- 
tiously, and  only  endeavor  to  win  the  majo- 
rity of  the  tricks ;  for,  having  lost  the  chance 
of  winning  the  five  tricks,  he  must  play  to 
prevent  being  Euchred.  More  especially 
must  he  play  with  caution,  if,  after  losing  the 
first  or  second  trick,  he  holds  the  tenace,  for 
then,  after  he  has  taken  one  trick,  he  is  cer- 
tain, if  he  plays  right,  of  making  the  point. 

There  is  a  peculiar  practice  of  play,  that 
takes  place  at  a  certain  state  of  the  score,  to 
which  we  solicit  especial  attention.  This 
state  of  the  game  is  termed  a  Bridge.  It  is 
introduced  at  the  close  of  this  Chapter,  for 
want  of  a  more  suitable  spot  to  locate  it,  and 
We  beg  the  gentle  reader  to  give  it  a  sort  of 
retrospective  effect  by  placing  it  supra — a 
little  higher  up  the  creek — and  let  it  span 


56  EUCHRE. 

the  space  intervening  between  CI  apters   II. 
and  III 

The  Bridge,  in  Euchre, — not  &  pons  asino- 
rum, — occurs  when  one  party  are  scoring 
four  points,  and  their  opponents,  having  the 
deal,  are  scoring  one  or  two  points  only.  It 
is  then  always  the  duty  of  the  eldest-hand  to 
order  up  the  trump,  to  prevent  the  dealer,  or 
his  partner,  from  Playing  Alone — unless,  the 
eldest-hand  is  sure  of  winning  one  trick. 
He  is  sure  of  a  trick,  of  course,  if  he  holds 
the  Eight-Bower, — or  the  Left-Bower  with 
another  trump,  the  Left-Bower  guarded,  as 
it  is  termed.  At  this  state  of  the  game  he 
orders  up  the  trump — when  not  certain  of  one 
trick — preferring  to  be  Euchred,  and  lose  two 
points  only,  to  giving  the  dealer,  or  his 
partner,  the  chance  of  making  with  a  lone 
hand,  and  winning  the  game.  This  practice 
must  be  rigidly  observed  by  the  eldest-hand, 
for  the  advantages  of  the  deal  are  so  great, 
that  the  deal  is  deemed  equivalent  to  a 
point;  so,  when  the  eldest-hand  is  Euchred 
where  he  has  ordered  up  at  the  Bridge,  his 


PLAYING   ALONE.  57 

chances  for  winning  the  game  are  still  deci- 
dedly in  his  favor.  The  poorer  his  hand, 
the  stronger  the  reason  for  ordering  up. 
Four  to  one,  or  two,  is  always  a  Bridge — 
four  to  nothing  is  not. 

But,  if  the  eldest  hand  is  sure  of  winning 
one  trick  he  may  pass,  if  he  chooses,  and  this 
is  a  fair  signal  to  his  partner — like  the  Blue 
Peter,  at  Whist— who,  if  strong  in  trumps, 
will  know  that  the  eldest-hand  has  also  one 
or  two,  if  not  more,  commanding  trumps, 
and  he  will  then  order  up  for  the  purpose  of 
winning  the  point,  and  game. 

Three  to  one,  and  two  to  nothing,  are 
sometimes  considered  a  Bridge,  especially  if 
the  dealer  turns  up  a  Bower,  or  other  high 
card ;  but  the  tyro  would  not  be  advised  to 
take  such  liberties.  Older  players,  who  have 
acquired  a  tact  in  doing  such  things — by  long 
observation  and  play,  and  attention  to  the 
run  of  the  cards — may  frequently  succeed  in 
such  experiments. 

If  either  one  of  the  dealer's  opponents  calls 
the  attention  of  his  partner  to  the  state  of  the 


58  EUCHRE. 

game,  at  a  Bridge — or  gives  any  intimation  of 
the  fact — the  dealer,  or  his  partner,  may  then 
Play  Alone,  or  permit  the  opponents  to  order 
up,  at  their  option.  Attention  to  the  Bridge 
is  the  office  of  the  eldest-hand  alone — and  as 
it  is  a  free  institution  he  cannot  be  tolled. 


CHAPTER  IV. 

LAP,  SLAM,  JAMB0NE,  AND  JAMBOREE. 


44  Ambiguitas   Verborum   latens  Verificatione   sup- 
pletur." — Bacon's  Maxims, 

"  Once  more  I  will  renew 
His  lapsed  powers."—  Milton. 


The  addition  of  the  Lap,  Slam,  and  Jam- 
bone,  to  the  game  of  Euchre  is  comparatively 
a  modern  institution,  and  is  esteemed  by  com- 
petent judges— "  the  choice  and  master  spirits 
of  this  age" — as  one  of  the  grand  inventions 
of  the  present  refined  state  of  society — a  re- 
sult of  the  advanced  condition  of  civilization. 
We  have  indeed  encountered  some  few  play- 
ers, but  of  indifferent  skill,  who  decline  to 
sanction  this  pleasing  variation  of  the  game, 
and  persistently  insist  in  their  opposition  to 
the  Lap — which  is  counting  all  the  points  won 
over  five  to  the  next  game — declaring  that 

(59) 


60  EUCHRE. 

you  might  as  well  score  all  the  points  won 
over  the  number  constituting  the  game  at 
Whist,  or  at  any  other  game  of  cards ;  and 
adhere  most  rigidly  to  the  ffixed  fact  that  one 
game  is  only  one  game,  no  matter  how  many 
points  are  won  above  the  number  of  which  it 
consists.  This  is  very  good  logic  when  ap- 
plied to  most  games,  but  it  is  inapplicable  to 
ours;  and  this  opposition  to  the  Lap  consti- 
tutes the  principal  objection  to  the  Jambone. 
But  this  very  practice  thus  objected  to,  we 
affectionately  cherish  as  one  of  the  most  inter- 
esting features  of  our  pet  game.  Alas  foi 
difference  in  taste !  So  many  men,  so  many 
minds — autani  de  tetes,  aidant  cV  opinions,  as 
we  say  at  Paris,  with  a  haussement  oT  epaules 
We  heard  it  once  alleged  that  people  do 
exist  who  even  object  to  play  cards !  "  Tel] 
it  not  in  Gath."  And  then  this  variation  of 
the  old  mode  of  playing  the  game  of  Euchre 
adds  so  immensely  to  the  amusement  of  the 
play — the  purpose,  we  opine,  for  which  the 
game  was  invented — and  has  such  a  cheering 
influence  on  a  despondent  player's  downcast 


LAP,    SLAM,    AND   JAMBONE.  61 

heart,  to  whom  ill-luck  has  been  obstinately 
running,  by  giving  him  the  hope — "  gay  hope 
by  fancy  fed" — that  if  fortune — "  the  hood-' 
wink'd  goddess"— will  once  again  smile  upon 
him  he  may  be  enabled,  by  a  few  brilliant 
coups,  to  retrieve  his  sad  reverses.  And  our 
game  is,  in  truth,  so  essentially  variant  in 
many  points  of  play  from  all  other  games, 
that  this  objection  to  the  Lap,  Slam,  and  Jam- 
bone,  cannot  be  fairly  urged  against  it,  and 
this  mode  of  play  is  as  fair  for  one  party  as 
the  other.  u  So  what's  the  Aodds,  as  long  as 
we're  'appy."  We  confess  to  never  yet  having 
encountered  a  first-class  player  who  did  not 
pronounce  the  Lap  an  eminently  pleasing  ad- 
dition to  the  game. 

Permit  us  to  instance  a  case,  more  clearly 
to  illustrate  our  meaning.  Suppose  a  player, 
ardent  as  ecclesiastical  zeal,  at  the  score  of 
four — though  not  four  score,  for  the  zeal's 
sake — perceives,  on  examination  of  the  cards 
dealt  to  him,  that  he  holds  a  sure  lone  hand, 
and  all  the  other  players  pass  to  him.  If  he 
is  to  be  deprived  of  the  privilege  of  playing 


62  EUCHRE. 

that  hand  Alone,  and  of  counting  the  four 
points  which  he  wins,  as  he  most  assuredly 
would  be  were  he  not  allowed  to  Lap  the 
superfluous  three  points  to  the  next  game 
such  deprivation  would  cause  him  to  be  de 
pressed  in  spirits  for  a  week — as  wretched  a 
youth  as  if  he  had  been  entangled  in  the 
meshes  of  the  tender  passion  and  suffered  dis. 
appointment.  "  These  little  things  are  great 
to  little  men." 

But,  as  an  agreeable  man  is  one  who 
agrees,  and  who  delights  to  obviate  difficul- 
ties, it  would  be  advisable  before  sitting  down 
to  play  with  persons  who  have  never  pre- 
viously "  entered  the  lists"  together,  for  one 
player  to  make  himself  agreeable  by  inquir- 
ing if  this  manner  of  playing  the  game  is  to 
be  adopted;  and,  if  the  proposition  gives 
rise  to  any  difference  of  opinion  affecting  the 
merits,  we  most  sincerely  hope  that  its  ex- 
pression may  not  prove  to  be  so  tedious  to 
either  party  as  this  preamble  of  ours. 

The  Lap  then  is  simply  counting  upon  the 
score  of  the  ensuing  game  all  the  points  made 


LAP,    SLAM,    AND   JAMBONE.  63 

over  and  above  the  five,  of  which  the  game 
consists.  For  example :  if  one  party,  having 
scored  four  points  towards  game,  should 
Euchre  their  opponents,  or  should  win  all 
five  tricks,  either  of  which  events  entitles 
them  to  two  points,  they  therefore  not  only 
win  that  game,  but  are  permitted  to  score  the 
superfluous  point  as  one  in  the  next  game. 
Oi,  if  a  player,  at  the  score  of  four,  Plays 
Alone  and  wins  the  five  tricks,  he  counts  the 
three  points  over  to  the  next  game. 

Slam,  or  Love-game,  is  a  term  common  to 
many  games  of  cards,  and  implies  that,  when 
a  party  win  the  game,  before  their  oppo- 
nents have  made  one  point,  that  game  is 
deemed  to  be  a  double-game,  and  must  be 
reckoned  as  two  games.  Suppose  a  player, 
at  the  score  of  four,  and  his  opponents  are 
counting  nothing,  and  he  Plays  Alone  and 
wins  the  five  tricks,  which  counts  his  side 
four  additional  points— eight  in  all — he  wins 
that  game,  which  reckons  as  two  games,  and 
he  is  permitted  to  transfer  the  extra  three — 
by  means  of  the  Lap — to  the  next  game,  and 


64  EUCHRE. 

feels  that  he  has  accomplished  a  good  thing, 
"  Alone  I  did  it."  We  can  trace  no  analogy 
between  the  terms  Slam,  and  Love-game, 
which  have  the  identical  signification,  how- 
ever, at  cards,  without  indecorously  alluding 
to  our  own,  and  neighbors'  street  doors,  and 
agitated  exits;  and  so,  prudently  refrain. 
Verbum  sat. 

Jambone  is  a  euphonic  term,  of  difficult 
etymology.  But — "What's  in  a  name?" 
Whatever  its  derivation  may  have  been,  how 
ever,  it  is  now  only  used  to  express  the  inten 
tion  of  a  player  to  Play  Alone,  with  his 
cards  exposed  on  the  table.  Thus,  if  a  player, 
on  examining  the  cards  distributed  to  him  by 
the  dealer,  finds  that  he  holds  cards  of  such 
estimable  worth  that  he  is  confident  of  win- 
ning the  five  tricks,  he  announces,  when  his 
turn,  that  he  will  play  Jambone,  and  spreads 
his  cards  out  in  a  line  before  him,  on  the 
table,  with  their  faces  turned  up  to  view. 
When  the  cards  are  exposed  by  the  Jam- 
bone player  in  this  manner,  the  player  enti- 
tled to   the  lead  commences  the  round,  and 


LAP,    SLAM,    AND  JAMBONE.  65 

has  the  right  to  call  one  of  the  cards  so  ex- 
posed, to  be  played  to  the  first  trick,  But 
this  right  to  call  a  card  belongs  only  to  that 
adversary  who  has  the  right  to  lead,  or  to 
play  first,  for  if  the  partner  of  that  adversary 
gives  any  intimation  to  his  associate  which 
would  enable  the  two  together  to  win  the 
first  trick,  they  thereby  forfeit  their  right  to 
the  call,  and  the  Jambone  player  may  then 
play  whichever  card  he  chooses  to  the  first 
trick.  If  the  Jambone  player  is  successful  in 
gaining  the*  whole  five  tricks, — under  this 
disadvantage  of  showing  the  opponents  his 
cards,  and  of  giving  the  elder  in  hand  the 
right  to  name  one  of  the  cards  so  exposed  to 
be  played  on  the  first  trick, — he  is  entitled  to 
count  eight  points. 

Jambone  may  be  played  by  any  player 
under  the  same  restrictions  which  regulate 
Playing  Alone. 

If  the  adverse  party  order  up,  or  make  the 
trump,  a  player  holding  a  Jambone  hand  can- 
not be  permitted  to  play  it  as  such,  and  he  must 
be  content  simply  to  win  a  Euchre  with  it. 
4 


66  EUCHRE. 

If  the  Jambone  player  is  entitled  to  the 
lead,  then  his  1^-hand  adversary  has  the  right 
to  call  one  of  the  exposed  cards  as  the  lead. 

If  the  first  trick  under  these  circumstances 
is  won  by  the  Jambone  player,  the  play  pro- 
ceeds in  the  usual  course ;  and  if  the  Jambone 
player  then  wins  only  the  majority  of  the  five 
tricks,  he  scores  but  one  point  towards  game, 
as  in  Playing  Alone. 

The  opponent,  entitled  to  call,  has  the 
right  to  call  but  one  card  only,  and  that 
card  to  the  first  trick  played,  and  the  Jam- 
bone player  is  entitled  to  play  his  other  four 
cards  according  to  his  own  judgment. 

If  the  eldest-hand,  opposed  to  the  dealer 
playing  the  Jambone,  leads  a  suit  which  the 
Jambone  player  can  trump,  and  calls,  on 
leading,  the  smallest  trump  in  the  open  hand, 
if  his  partner  can  also  trump  the  suit  with  a 
higher  trump  they  of  course  win  that  trick, 
for  the  Jambone  player  is  compelled  to  play 
the  card  called,  when  not  inconsistent  with 
the  system  of  play.  But  let  us  illustrate  this 
point.    Suppose  the  dealer  plays  a  Jambone 


LAP,    SLAM,    AND   JAMBONE.  67 

hand,  and  clubs  are  trumps,  and  in  the  open 
hand  he  shows  the  Bowers,  Ace,  and  ten  of 
trumps,  with  the  Ace  of  hearts.  The  eldest- 
hand  has  three  diamonds,  with  no  trump, 
and  leads  one  of  them,  hoping,  as  he  has  so 
many,  his  partner  may  be  able  to  trump  it 
also,  and  calls  the  ten  of  trumps  from  the 
Jambone  hand.  His  partner  having  the 
Queen  of  trumps,  with  no  diamond,  wins  the 
trick.  The  Jambone  player  would  not  have 
the  option,  in  this  case,  after  the  Queen  w^as 
played,  to  throw  away  his  Ace  of  hearts,  in 
lieu  of  the  ten  of  trumps,  but  must  always 
play  the  called  card. 

Should  the  Jambone  player  fail  to  win 
three  tricks,  it  is  not  yet  known  what  mea- 
sure of  corporal  punishment  ought  to  bo 
inflicted  upon  him,  but  his  adversaries,  at  all 
events,  would  be  entitled  to  count  eight 
points. 

The  dealer,  possessing  the  right  to  dis- 
card, or,  in  other  words,  having  six  cards 
with  the  privilege  of  putting  out  one  of  them, 
more  often  holds  a  Jambone  hand  than  either 


68  EUCHRE. 

of  the  other  players.  He  is  never  compelled 
to  use,  or  take  in,  the  card  turned  up  for 
trump,  if  he  should  be  so  fortunate  as  not  to 
require  it,  for  then  the  turn  up  card  only 
serves  to  indicate  the  trump  suit,  and  he  may 
decline  to  discard.  The  player  calling  the 
card  to  the  first  trick  should  call  it  at  the 
moment  he  leads,  or  if  the  lead /belongs  to 
the  Jambone  player,  his  opponent  entitled  to 
the  call  must  call  before  he  plays,  for  if  the 
opponent's  partner  plays  his  card  before  the 
player  who  has  the  right  to  call  has  called, 
the  right  to  the  call  becomes  forfeited,  and 
the  Jambone  player  may  then  play  any  card 
he  chooses  to  the  first  trick. 

A  few  examples  of  the  play,  by  way  of 
illustration,  may  define  our  positions  more 
clearly.  Suppose,  then,  the  dealer,  conclu- 
ding the  deal,  turns  up  the  Ace  of  spades. 
The  other  players  pass,  or  his  partner  may 
assist,  and,  examining  his  cards,  he  is  delight- 
ed to  behold  the  two  black  Bowers,  with  the 
Queen  and  ten  of  trumps,  and  a  card  of  a  lay 
suit.     He   immediately   announces  the  Jam 


LAP;    SLAM,    AND   JAMB0NE.  69 

bone,  discarding  the  lay  card.  He  then  turns 
up  his  cards  on  the  table,  in  a  line  before 
him,  and  is  confident  of  success — naturally, 
as  the  chances  in  favor  of  the  King  of  trumps 
not  being  out  against  him  are  so  mighty  mul- 
titudinous that  it  would  be  quite  unnecessary 
to  enter  into  a  calculation  of  them — even  if 
he  could.  But  the  fickle  goddess,  bless  her 
heart!  does  not  invariably  bestow  all  her 
favors  on  one  individual — we  love  to  say  it — 
for  the  eldest-hand  does,  curiously  enough,— 
oh,  the  capriciousness  of  luck! — hold  the 
identical  King  of  trumps.  He  leads  that 
King,  of  course,  with  a  smile  of  gratitude, 
announcing  in  a  winning  manner — bland  as 
the  breath  of  spring — that  he  calls  the  Queen, 
which  the  dealer  is  compelled  to  play  to  the 
King  after  the  eldest-hand's  partner  has  fol- 
lowed to  the  lead,  and  the  Jambone  player 
loses  that  trick.  Although  he  wins  the  other 
four  tricks,  he  is  only  entitled  to  count  one 
point,  as  previously  stated.  If  the  dealer  had 
played  that  hand  alone,  simply,  of  course  he 
would  have   won    everv   trick,    and    secured 


70  EUCHKE. 

four  points;  but  the  chances  of  winning  all 
eight  points  were  so  seductive  that  it  was 
impossible  not  to  make  the  hazard;  for, 
nothing  venture,  nothing  gain,  is,  pre-emi- 
nently, a  maxim  of  Euchre.  Had  the  eldest- 
hand  not  been  the  lucky  holder  of  the  King, 
but  had  held,  in  lieu  of  his  majesty,  an  indif- 
ferent trump,  or,  in  fact,  any  trump,  it  then 
would  have  been  his  imperative  duty  to  have 
led  it,  calling  the  Queen  or  the  ten,  in  the 
faint  hope  that  his  partner  might  possibly 
hold  the  King — which  gave  them  the  only 
chance  of  preventing  the  Jambone  hand  from 
making.  Such  chances  must  never  be  dis- 
regarded. 

If  the  dealer  plays  Jambone  with  a  quart 
or  sequence  of  four  trumps  from  the  Left- 
Bower,  and  an  Ace  of  a  lay  suit,  (which  he 
should  invariably  do,  because,  if  the  Eight- 
Bower  is  out  against  him  he  could  only  win 
one  point  if  he  Played  Alone,)  the  eldest-hand 
should  lead  a  card  if  he  holds  one  of  the  same 
suit  as  the  dealer's  lay  Ace,  in  the  hope  that 
his  partner  might  be  able  to  trump  it.     The 


LAP,  SLAM,  AND  JAMBONE.  71 

eldest-hand  could  not  play  a  lay  card  of  a  dif- 
ferent suit  and  call  tlie  Ace  of  the  lay  suit  to 
be  played  to  it,  because  that  would  be  at  va 
riance  with  the  spirit  of  the  game.  No  player 
having  the  right  to  call  a  card  from  the  Jam- 
bone  player's  hand,  can  require  him  to  throw 
away  a  commanding  card  of  a  lay  suit  to  a 
lead  of  a  different  suit,  but  in  that  case  can 
only  call  his  lowest  trump. 

If  the  cards  should  be  cut  in  such  a  manner 
that  the  dealer  turns  up  a  Bower,  say  the 
Knave  of  spades — "  the  most  unkindest  cut  of 
all," — and  he  deals  to  himself  the  Left-Bower 
and  nine  of  trumps,  with  the  Ace  of  each  of 
the  three  lay  suits,  he  may  discard  his  nine 
of  trumps  and  play  Jambone.  He  discards 
this  small  trump  because  the  chances  are  much 
more  favorable  that  either  one  of  the  three 
Aces  will  win  the  first  trick,  when  called  by 
the  eldest-hand,  than  that  his  nine  of  trumps 
will  make.  It  would  not  be  prudent  to  play 
this  hand  Jambone,  if  the  player  holding  it  was 
the  eldest-hand,  because  the  player  next  in 
play  to  him  might  be  able  to  trump  one  of 


72  EUCHRE. 

the  three  Aces,  and  he  would  therefore  call 
it,  and  in  that  way  win  the  first  trick.  But 
when  the  suit  is  led  to  the  Jambone  player, 
the  chances  of  the  second  player  not  being 
able  to  trump  are  greatly  in  favor  of  the  Jam- 
bone  player,  who  would  then  win  the  trick, 
and  would  probably  exhaust  the  trumps  with 
his  two  Bowers,  and  clear  the  way  for  the 
other  two  Aces. 

Although  the  foregoing  hand  would  gene- 
rally win,  yet  it  might  be  quite  easily  Euchred. 
Par  example :  Suppose  the  eldest-hand  holds 
the  ten  of  trumps,  three  small  hearts,  and  a 
small  diamond.  His  partner  has  the  seven 
and  eight  of  trumps,  and  three  small  clubs. 
The  eldest-hand  leads  a  small  heart, — because, 
having  three  of  them,  his  partner  would  be 
more  likely  not  to  have  any — and  calls  the 
Ace.  His  partner  not  holding  a  heart,  trumps 
with  the  seven,  and  wins  the  trick.  He  then 
leads  a  club,  on  which  the  dealer  puts  his 
Ace,  and  the  eldest-hand  wins  with  the  ten  of 
trumps,  making  the  second  trick.  The  eldest- 
hand  then  leads  his  small  diamond,  which  his 


LAP,  SLAM,  AND  JAMBONE.  73 

partner  wins  with  the  other  small  trump,  and 
the  dealer's  two  Bowers  are  left  "  blooming- 
alone:"  while  his  antagonists  proceed  content- 
edly to  score  eight  points  for  their  successful 
play.  "  They  laugh  that  win,"  if  we  remem- 
ber rightly. 

Once  more.  Suppose  the  dealer  is  assisted 
by  his  partner,  and,  looking  at  his  hand,  finds 
that  he  holds  the  two  Bowers,  with  the  seven 
and  eight  of  trumps,  a  lay  Ace,  with  another 
small  card.  He  may  discard  and  venture  the 
Jambone  on  this  rather  indifferent  hand — if 
the  score  of  the  game  invites  it,  though  it 
would,  ordinarily,  be  better  to  Play  Alone, 
simply,— for,  if  the  eldest-hand  has  no  trump 
to  lead  and  to  call  the  seven  or  eight,  the 
dealer  is  almost  sure  of  winning.  Eemember, 
there  are  only  nine  trumps — eight  of  the  suit, 
with  the  Knave  of  the  same  color — in  this  fa- 
vorite game  of  burs.  The  dealer,  in  this  case, 
sees  four  of  them  in  his  own  hand,  and  he  is 
certain  that  his  partner  has  at  least  two  more, 
which  accounts  for  six  of  the  trumps.  As 
there  are  ten  cards  in  the  hands  of  the  two 


74  EUCHRE. 

opponents,  and  eleven  more  in  the  talon,  the 
chances  are  very  much  in  favor  of  the  eldest- 
hand  being  without  a  trump.  We  could  cipher 
it  oat  for  you,  but  it  is  scarcely  necessary. 

Jamboree  is  another  musical  sound  of 
unknown  etymological  deduction,  rarely  an- 
nounced, however — "  breathe  not  his  name" — 
and  signifies  the  combination  of  the  five  high- 
est cards,  namely,  the  two  Bowers,  Ace,  King, 
and  Queen  of  trumps,  in  one  hand,  which  be- 
stows on  the  player— fortuna  juvante — who 
holds  this  galaxy  of  cards,  the  pleasing  priv- 
ilege of  counting  sixteen  points.  It  requires 
but  little  to  be  said  of  this  rare  constellation 
of  the  "  painted  tablets,"  for  a  player  will  not 
have  dealt  to  him  the  Jamboree  more  than 
two  or  three  times  in  the  course  of  a  quarter 
of  a  century's  addiction  to  the  game. 

The  player  holding  Jamboree  simply  an- 
nounces the  fact,  and  displays  the  cards ;  for 
no  play,  of  course,  is  necessary.  But  the 
player  must  announce  the  Jamboree ;  for  if,  by 
mistake,  he  should  announce  the  Jambone,  and 
commence  to  play  the  hand  as  such,  when  in 


LAP,   SLAM,    AND  JAMBONE.  75 

fact  he  holds  the  Jamboree,  he  is  only  entitled 
to  score  what  he  announces,  and  to  count 
eight  points.  The  mistake  of  one  party  is  the 
game  of  the  other. 

In  counting  the  Lap,  and  the  Slam,  it  is  to 
be  remembered  that  all  the  points  made  above 
five  go  to  the  score  of  the  next  ensuing  game ; 
and,  if  those  points  extend  to  so  many  as  ten 
— as  in  the  case  of  a  party  scoring  two  points, 
and  winning  with  the  Jambone,  making  eight 
points  more — the  second  five  points,  from  six 
to  ten  inclusive,  must  be  a  Slam,  which  counts 
two  games — making,  in  all,  three  games.  If 
a  player  is  scoring  four  points  and  wins  with 
the  Jambone,  which,  added  to  the  four,  makes 
him  twelve  points,  he  counts  three  games,  and 
the  supernumerary  two  lap  into  the  fourth 
game.  If  the  adverse  party  were  not  scoring 
one  point,  the  first  game  would  be  a  Slam,  as 
well  as  the  second,  which  would  then  count 
four  games,  with  the  two  to  the  next  game. 
This,  of  course,  is  the  highest  number  of 
points  that  can  be  gained  in  one  hand — ex- 
cept with  the  Jamboree. 


76  EUCHRE. 

The  Jamboree  hand  wins  sixteen  points, 
which  must,  at  least,  count  five  games  with 
one  point  to  lap  over.  If  a  player  is  scoring 
four  to  his  opponent's  nothing,  and  announces 
the  Jamboree,  the  sixteen  points  then  won 
added  to  his  four,  make  twenty  points,  which 
make  four  games,  each  of  them  a  Slam,  which 
entitles  him  to  count,  in  all,  eight  games — the 
highest  figure  attainable. 

Jamboree,  like  Jambone,  and  Play ing  Alone, 
cannot  be  played,  as  such,  if  the  adverse 
party  order  up  the  trump,  or  m^ke  it ;  for  in 
that  case  it  can  only  win  the  two  points — as 
when  playing  the  Bridge — for  the  Euchre. 

It  will  be  perceived  that  our  game  is  pe- 
culiarly symmetrical  in  arrangement;  and  to 
prevent  any  misunderstanding  in  scoring  the 
games,  let  us  reiterate  that  the  counts,  in  the 
different  variations  of  play,  increase  in  geo- 
metrical progression ; — and,  when  one  party, 
adopting  or  making  the  trump,  win  the  odd 
trick,  they  count  only  one  point;  in  winning 
all  five  tricks  they  count  two  points ;  Playing 
Alone  and  winning,  four  points;  winning  at 


LAP,    SLAM,    AND   JAMBONE.  77 

Jambone,  eiglit  points ;  with  the  Jamboree, 
sixteen  points.  Should  the  party,  adopting 
or  making  the  trump,  fail  to  win  the  odd 
trick  in  either  of  these  variations  of  play, 
they  lose  the  same  number  of  points  which 
they  would  have  been  entitled  to  count  if  they 
had  been  successful  in  gaining  the  five  tricks. 


CHAPTEB    V. 

TECHNICALITIES. 


"  Verbnm  verbo  reddere  Sdtts 
Interpres. ' ' — Horace. 
11  Words — words — words. ' ' —  Wordsworth 


Adopt  the  Trump.  To  play  at  the  suit 
turned  up. 

Assist.  Is  where  the  dealer's  partner,  be- 
lieving that  he  can  win  the  odd  trick,  at 
least,  agrees  to  play  at  the  trump  turned  up. 

Bower.  Either  Knave  of  the  color  of  the 
trump  suit.  "  Will  you  come  to  the  bower  I 
have  shaded  for  you  ?" 

Bridge.  Is  where  the  opponents,  having 
the  deal,  are  counting  but  one  or  two  points 
only  towards  game,  and  the  other  side  are  at 
the  score  of  four.  It  is  then  the  duty  of  the 
eldest-hand,  if  he  has  not  one  certain  trick  in 
hand,  to  order  up  the  trump  card  to  prevent 
(78) 


TECHNICALITIES.  79 

the  dealer,  or  his  partner,  from  Playing 
Alone. 

Call.  Is  the  right  to  require  an  adversary 
to  play  a  card  that  has  been  improperly  shown 
or  exposed. 

Cards  Away.     To  Play  Alone. 

Count.     To  reckon  the  game. 

Counters.  The  deuce  and  tray,  usually 
of  diamonds  and  spades,  probably  because 
the  pips  of  those  two  suits  being  more  sharp 
and  angular  are  easily  discerned. 

Court-Cards.  The  Aces,  Kings,  Queens, 
and  Knaves,  of  each  suit,  as  distinguished 
from  the  numerical  ones.  Formerly  called 
coat-cards. 

Cross  the  Suit.  To  make  a  l/ump  of 
different  color  from  the  card  turned  up  for 
the  trump. 

Cut.  To  separate  the  pack  into  two  parts 
before  the  player,  whose  right  it  m  to  deal, 
distributes  the  cards. 

Deal.  To  distribute  to  each  }  lay  )v  five 
cards,  face  downwards,  after  the  pa</k  has 
been  shuffled  and  cut. 


80  EUCHRE. 

Dealer.  He  to  whom  belongs  the  privi- 
lege of  distributing  the  cards  to  the  other 
players. 

Deck.     Synonymous  with  Pack. 

Discard.  Putting  out  one  card  from  the 
dealer's  hand,  and  replacing  it  with  the  card 
turned  up,  when  it  has  been  adopted  for  the 
trump. 

Doubled.     Two  cards  of  the  same  suit. 

Dutch  It.     The  same  as  Next  In  Suit. 

Eldest-Hand.  The  left-hand  adversary 
of  the  dealer. 

Euchre.  This  term,  which  gives  the  game 
its  name,  is  used  to  denote  the  loss  of  a  party, 
adopting  or  making  a  trump,  and  who  fail  to 
win  a  majority  of  the  tricks.  It  also  applies 
to  Lone  and  Jambone  hands  failing  to  win ; 
the  successful  opponents  counting  four  and 
eight  points  respectively. 

Paced  Card.  One  with  its  face  turned  up, 
so  that  it  may  be  seen. 

Finesse.  Is  where  a  third  player  holding 
the  best  and  the  third  best  trump,  plays  the 
latter,  taking  the  risk  that  the  last  player  does 


TECHNICALITIES.  81 

not  hold  the  second  best  trump.  If  the  last 
player  does  not  hold  it;  the  third  player  by 
this  play  wins  the  two  tricks. 

Follow  Suit.    To  play  a  card  of  the  suit  led. 

Foece.  To  lead  a  suit  of  which  your  oppo- 
nents hold  none,  thus  forcing  them  to  trump 
or  lose  the  trick. 

Fkesh  Deal.  When  an  accident  occurs  in 
dealing,  the  dealer  is  entitled  to  deal  anew. 

Game,  When  two  players,  associated  to- 
gether as  partners,  make  five  points  before 
their  adversaries. 

Go  Alone.     The  same  as  to  Play  Alone. 

Guabded.     Any  two  cards  of  suit. 

Hand.  The  five  cards  given  to  each  player 
by  the  dealer. 

Jambone.  Is  when  a  player  holds  such 
high  cards  that  he  announces  to  play  them, 
without  his  partner,  turned,  faces  up  to  view 
on  the  table,  and  gives  to  that  adversary  who 
is  entitled  to  lead,  or  to  play  first,  the  privi- 
lege of  calling  one  of  the  cards  so  exposed  to 
the  first  trick  played ;  or,  if  the  Jambone  player 
has  the  lead,  to  call  a  card  from  his  open  hand 
5 

m 


82  EUCHRE. 

to  be  played  to.     If  he  can  then  win  all  five 
tricks  he  is  entitled  to  count  eight  points. 

Jamboree.     Holding  the  five  highest  cards 
at  trumps,  being  the  two  Bowers,  Ace,  King, 
and  Queen,  which  the  player  having  them 
shows,  as  at  Jambone,  and  is  entitled  to  count 
sixteen  points. 

Lap.  To  count  all  the  points  made  over 
five  to  the  next  game. 

Lay  Card.     Any  card  not  a  trump. 

Lay  Suit.  Either  of  the  three  suits  when 
not  the  trump. 

Lead.  The  card  first  played  by  the  eldest- 
hand;  afterwards  the  card  led  by  him  who 
has  won  the  preceding  trick. 

Left-Bower.  The  Knave  of  the  same  color 
as  the  trump  suit,  which  is  the  second  best 
trump. 

Left-Bower  Guarded.  To  hold  the  Left- 
Bower,  and  any  other  trump,  which  will  gene- 
rally win  one  trick  if  properly  played. 

Lone  Hand.  A  hand,  so  strong  in  trumps, 
that  it  will  probably  win  all  five  tricks  if 
Played  Alone. 


TECHNICALITIES.  83 

Lone  Player.  One  who  plays  without  his 
partner. 

Love  Game.  Is  when  one  party  count  five 
before  their  adversaries  have  made  one  point. 
Also,  an  innocent  sedentary  amusement  be- 
tween two  young  persons,  of  opposite  sexes, 
"by  moonlight  alone." 

Make  the  Point.  Is  when  the  players, 
who  adopt  or  make  the  trump,  win  the  odd 
trick. 

Make  the  Trump.  To  name  any  suit  for 
the  trump  after  all  the  players  have  passed, 
and  the  dealer  has  turned  down  the  trump  card. 

March.  Is  when  two  partners  playing  to- 
gether win  all  of  the  five  tricks. 

Mark  the  Game.    To  count. 

Misdeal.  An  error  in  the  distribution  of 
the  five  cards  belonging  to  each  player — or 
when  the  right-hand  opponent  has  not  cut  the 
cards  previous  to  their  distribution — which 
forfeits  the  right  to  the  deal. 

Next  in  Suit.  The  trump  the  same  color 
of  the  suit  turned  down — as  if  a  diamond  is 
turned  down  and  the  trump  is  made  a  heart. 


S4 


Vviiirical  C  The  -even  to  the  ten, 

both  inclusive,  as  distinguished  from  the  court- 

Odd  Trick.  The  third  won  of  the  five 
tricks. 

?.der  it  Up.     To  require  the  dealer  and 
partner  to  play  at  the  suit  turned  up. 

Pack.     T„e  Euchre  paek  k  composed  of 
the  thirty-two  sards  left  in  a  Whisi   or  com- 
plete pack.  u::er  all  the  sixes,  fives,  :   ; 
and  deuces  have  been  thrown  c 

Pass.      To  announce   that   the  player  de- 

lea  to  play  at  the  trump  turned  up.     "He 
as  if  he  knew  me  not*" — a  beautiful 
ballad  by  Bayly. 

Pass  the  Making.  To  decline  to  name 
any  suit  for  trump. 

Pip.  The  spots  on  the  numerical  cards, 
from  the  seven  to  the  ten.  Also,  a  malady 
prevalent  among  adolescent  chickens — a  cure 
for  which  will  be  furnished,  gratis,  to  our  sub- 
urban subscribers,  by  application  at  the  office. 

Play  Alone.  To  play  a  hand  without  the 
partner. 


TECHNICALITIES.  85 

Point.  One  of  the  five  numbers  of  which  a 
game  consists. 

Quakt.     Four  trumps  in  sequence. 

Eentree.  The  right  to  the  lead  which  be- 
longs to  the  player  who  has  won  the  last  trick. 

Eevoke.  A  Eevoke  is  when  a  player,  who 
holds  a  card  of  the  suit  led,  plays,  by  mistake 
or  design,  a  card  of  a  different  suit. 

Eight-Bower.  The  Knave  of  the  trump 
suit,  which  is  the  commanding  trump. 

Eound.  The  five  tricks  played  in  each 
deal — and  each  trick  is  also  termed  the  first, 
second,  third,  fourth,  and  fifth  round. 

Euff.     To  trump  a  lay  suit. 

Score.  The  count,  showing  the  state  of 
the  game. 

Sequence.  The  regular  succession  of  three 
or  more  cards  in  hand. 

Shuffle.  To  mix  the  cards  together  be- 
fore they  are  cut  to  be  distributed  to  the 
players. 

Side  Cards.    The  same  as  Lay  Cards. 

Slam.  To  win  a  game  before  the  adverse 
party  count  one  point  in  it. 


86  EUCHRE. 

Spot.    The  same  as  Pip. 

Stock.     Synonymous  with  Talon. 

Suit.  The  name  given  to  each  of  the  four 
denominations,  or  orders,  of  the  cards  con- 
tained in  a  pack — as  the  suit  of  diamonds, 
hearts,  spades,  and  clubs. 

Take  it  Up.  The  dealer's  announcement 
that  he  intends  to  play  at  the  suit  turned  up 
for  trumps. 

Talon.  The  eleven  cards  remaining  in  the 
pack  after  the  dealer  has  distributed  five  to 
each  player,  and  turned  up  the  twenty-first 
card  for  the  trump. 

Tenace.  Is  when  a  player  holds  the  high- 
est and  third  best  trumps  and  is  the  last  player, 
which  insures  to  him  those  two  tricks. 

Throw  Away.  To  play  a  card,  not  a  trump, 
of  different  suit  to  that  led. 

Tierce.  A  sequence  of  three  trumps,  as 
the  two  Bowers  and  Ace,  or  the  Ace,  King, 
Queen,  et  cceL 

Trick.  The  five  cards  played  by  each 
player,  and  won  by  the  highest  card  played — 
also  called  a  Eound. 


TECHNICALITIES.  87 

Tkump.  The  suit  adopted,  or  made,  the 
commanding  suit. 

Trump  Card.  The  card  turned  up  by  the 
dealer  for  the  trump. 

Turn-Down.  The  card  shown,  or  turned 
up,  for  trump,  which  the  dealer  turns,  face 
down,  when  all  four  players  decline  to  play 
at  that  suit. 

Turn-Up.  The  card,  in  dealing,  next  to 
the  twentieth,  or  last  card  dealt,  which  is 
turned,  face  up,  on  the  talon  for  trump. 

Underplaying.  Is  to  follow  suit  with  a 
card  of  inferior  value  to  the  adversary's  lead 
when  holding  one  that  can  win  it. 


CHAPTER   VI. 

LAWS. 


"We  have  striot  statutes,  and  most  biting  laws." 

Shakspeare. 
"Laws  wise  as  nature,  and  as  fix'd  as  fate.'' — Pope. 


The  Laws  of  Euchre  should  be  carefully 
studied  by  every  player  who  desires  to  be- 
come an  accomplished  adept  in  this  fascinating 
game.  The  laws,  here  compiled,  are  observed 
and  approved  by  the  best  players,  and  are 
supposed  to  determine  every  case  which  may 
occur  in  play.  They  should  be  enforced  in 
the  strictest  sense,  on  all  occasions,  never  de- 
viating from  them  in  the  slightest  manner 
yourself,  and  requiring  your  adversaries,  with 
proper  courtesy,  of  course,  also  to  respect 
them;  for,  if  a  player  is  to  be  permitted  to  act 
as  he  chooses — to  indicate  by  signs  or  remarks 
to  his  partner  the  character  of  the  cards  he 
(88) 


LAWS.  89 

holds — or  to  play  a  card  and  take  it  back — or 
other  similar  impropriety — you  might  as  well 
sit  down  to  the  table  and  play  at  Jack-Straws. 
In  some  few  instances  the  laws  may  appear 
too  rigid,  but  experience  demonstrates  to  all 
skillful  players  the  absolute  necessity  of  adhe- 
ring undeviatingly  to  the  provisions  they  are, 
designed  to  enforce — the  law  in  such  case 
made  and  provided — for  the  integrity  of  the 
game  must  be  strictly  preserved.  Dura  lex, 
sed  lex.  By  a  careful  observance  of  the  laws, 
moreover,  the  unpleasant  disputes  and  alter- 
cations which  so  often  interrupt  and  mar  the 
merriment  of  a  card  party,  will  be  entirely 
obviated. 


Law  I. 


Each  player  must  cut  for  the  deal,  the  two 
highest  and  the  two  lowest  become  partners, 
and  he  who  cuts  the  lowest  card  is  entitled  to 
the  deal.  Should  the  lowest  cards  cut  be  of 
similar  value,  it  is  a  tie  as  respects  them,  and 
those  parties  must  cut  again.     If  the  person 


90  EUCHRE. 

cutting  should  show  two  cards  instead  of  one, 
he  must  be  deemed  to  have  cut  the  highest, 
or  if  he  let  fall  a  card  from  the  pack,  face  up, 
that  card  must  be  considered  his  cut.  Each 
party  cuts,  and  shows  the  bottom  card  of 
those  he  has  lifted  from  the  pack.  In  cutting, 
the  cards  rank  as  at  Whist,  the  Ace  being  the 
lowest. 

Law  II. 

The  cards  must  be  shuffled  by  the  dealer 
and  cut  by  his  right-hand  opponent.  The 
latter  has  also  the  privilege  of  shuffling  them, 
and  if  he  does,  the  dealer,  who  is  always  enti- 
tled to  the  last  shuffle,  may  shuffle  them  anew 
if  he  chooses.  After  the  cards  have  been 
cut  for  the  deal,  however,  no  one,  except  the 
dealer,  can  touch  the  pack  previous  to  dealing 

Law  III. 

In  cutting  for  the  deal,  three  cards  at  least 
must  be  lifted  from  the  pack,  and  not  fewer 
than  four  must  be  left  upon  the  table.  The 
dealer  should  never  hold  the  pack  in  his  hand, 


LAWS,  91 

when  presenting  it  for  the  cut,  but  should 
place  it  on  the  table  near  his  right-hand  ad 
versary. 

Law  IV. 

In  dealing,  five  cards  are  distributed  to 
each  player,  either  by  three  and  two,  or  by 
two  and  three,  in  two  rounds ;  but  the  dealer 
must  continue  to  follow  whichever  mode  he 
at  first  adopts,  and  should  he  depart  from  it, 
either  of  the  adverse  parties  may,  before 
looking  at  his  cards,  require  a  fresh  deal. 

Law  V. 

If  a  card  is  faced,  or  is  turned  in  dealing 
unless  it  is  the  twenty-first,  or  trump  card, 
the  pack  must  be  shuffled  anew  and  a  fresh 
deal  made ;  but  the  dealer  does  not  lose  his 
privilege.  Should  the  dealer  show  more  than 
one  card  in  turning  up  the  trump  card  the 
deal  is  likewise  void,  and  he  must  deal  anew 

Law  VI. 

Should  either  of  the   dealer's  opponents, 


92  EUCHRE. 

during  the  deal,  expose  a  card  to  view,  the 
dealer  may  have  a  fresh  deal,  or  not,  at  his 
option,  but  he  must  decide  before  looking  at 
his  own  cards.  If  his  partner  exposes  a  card, 
either  of  the  adversaries,  in  like  manner,  may, 
before  the  trump  is  turned  up,  require  a  new 
deal. 

Law  VII. 

No  player  is  permitted  to  take  up,  or  to 
look  at,  his  cards  during  the  deal,  and  should 
a  misdeal  ensue  in  consequence  of  such  im- 
propriety, the  dealer  does  not  lose  his  privi- 
lege, and  may  deal  anew.  It  must  be  consi 
dered  a  misdeal,  however,  if  his  partner  com 
mits  the  fault. 

Law  VIII. 

When  too  few  or  too  many  cards  are  dealt, 
if  the  mistake  can  be  rectified,  and  the  pro- 
per order  of  the  distribution  of  the  cards  as- 
certained, before  the  trump  card  is  turned  up, 
the  deal  is  valid ;  but  if  the  error  is  not  dis- 
covered until  after  the  trump  card  is  turned 


LAWS.  93 

up,  the  deal  is  forfeited,  and  passes  to  the  next 
player. 

Law  IX. 

If  the  cards  are  dealt  by  a  player  who  is 
not  entitled  to  the  deal,  and  the  error  is  dis- 
covered before  he  looks  at  his  cards,  though 
the  trump  card  be  turned,  that  deal  is  null, 
and  the  cards  must  be  restored  to  the  player 
entitled  to  the  deal,  even  if  the  eldest-hand,  or 
either  of  the  other  players,  adopts  the  trump. 
If  the  dealer  has  discarded  and  the  eldest- 
hand  has  led,  however,  the  mistake  cannot  be 
corrected. 

Law  X. 

If,  in  any  deal,  the  pack  is  ascertained  to 
be  imperfect,  by  containing  too  many,  or  too 
few  cards  of  the  proper  value  in  either 
suit,  that  particular  deal  is  void,  but  all  the 
games,  or  points,  made  in  the  preceding  deals 
with  the  same  pack  are  valid;  and  the 
deal  in  which  the  error  is  discovered  is  not 
forfeited. 


94  EUCHRE. 

Law  XI. 

The  trump  card  must  be  left  in  view  on 
the  talon  by  the  dealer,  after  discarding,  until 
it  is  his  turn  to  play,  when  he  may  remove  it 
to  his  hand.  After  he  has  taken  up  the 
trump  card  no  player  has  a  right  to  demand 
what  particular  card  was  turned  up,  although 
he  may  ask  what  is  the  trump  suit. 

Law  XII. 

Whenever  a  misdeal  occurs  the  deal  is  for- 
feited, and  the  opponent  on  the  left  of  the 
dealer  becomes  entitled  to  the  deal. 

Law  XIII. 

Each  person,  in  playing,  should  place  his 
card  on  the  table  immediately  before  him,  but 
if  this  practice  should  not  be  pursued  no 
player  has  a  right  to  ask  who  played  a  par- 
ticular card,  although  he  may  require  the 
other  players  to  draw  their  cards  before  them. 

Law  XIY. 

If  the  eldest-hand  leads  before  the  dealer 


LAWS.  95 

has  discarded,  he  cannot  withdraw  his  card 
and  change  his  lead,  nor  can  the  dealer,  at 
any  time  before  completing  his  discard,  be 
deprived  of  his  right  to  Play  Alone.  The 
discard  is  not  completed  until  the  dealer 
places  his  card  under  the  talon,  or  on  the 
table,  and  has  quitted  it;  and  when  the 
dealer  has  once  quitted  the  discarded  card  he 
cannot  change  it. 


-"■o^ 


Law  XV. 

If  a  player  leads,  or  plays,  out  of  turn,  he 
may  be  compelled  to  withdraw  his  card,  sub- 
ject to  the  penalty  of  the  call ;  if  it  causes 
an  error  in  the  play  of  any  other  party  that 
player  may  withdraw  his  card  without  pe- 
nalty ;  but,  in  the  ease  of  an  improper  lead, 
if  four  cards  have  been  played  before  the 
error  is  discovered  the  lead  is  good,  and  the 
player  winning  the  trick  is  entitled  to  the 
next  lead. 

Law  XVI. 
Any  card  which  is  separated  from  those  in 


96  EUCHKE. 

hand  and  has  touched  the  table;  is  deemed  to 
have  been  played — even  if  the  face  be  down- 
ward— though  if  a  card  is  played  to  a  lead 
of  a  suit  different  from  the  one  led,  it  may  be 
taken  up,  subject  to  the  call,  and  another  of  the 
proper  suit  played.  But  if  the  player  should 
have  none  of  the  suit  led,  and  plays  a  card 
which  he  did  not  intend,  he  is  not  permitted 
to  take  it  up  again  after  he  has  once  quitted  it. 

Law  XVII. 

If  a  player  plays  two  or  more  cards  to  a 
trick  instead  of  one,  the  adverse  parties  have 
the  right  to  compel  him  to  play  either  one  of 
the  cards  they  please,  without  regard  to  the 
order  in  which  they  were  played,  and  the 
other  card,  or  cards,  shown  may  be  called  in 
the  subsequent  tricks,  like  other  exposed 
cards. 

Law  XVIII. 

No  player  is  allowed  to  look  at  any  of  the 
tricks  during  the  play  of  a  hand,  after  they 
have  been  turned,  except  the  last  trick  only. 


LAWS.  97 

Law  XIX. 

If  any  player  plays  with  six  or  more  cards, 
or,  if  the  dealer  plays  and  omits  to  discard, 
and  fails  to  announce  the  fact  before  three 
tricks  have  been  turned,  such  player  or  dealer 
cannot  count  the  point,  or  points,  made  on 
their  side,  in  that  hand,  and  they  lose  the 
deal.  But  if  the  adverse  party  win  under 
such  circumstances  they  are  entitled  to  count 
all  they  make. 

Law  XX. 

If  a  player,  designedly,  or  for  any  reason, 
places  his  cards  on  the  table,  faces  turned  up, 
he  is  not  permitted  to  take  them  up  again,  and 
his  adversaries  may  call  each  card  like  other 
exposed  cards, — except  at  Jambone,  when  the 
right  to  call  is  limited  to  the  first  trick.  Thus 
if  a  player,  sure  of  winning,  exhibits  his 
cards,  his  opponents  can  continue  the  play, 
and  have  the  right  to  call  each  card  so  ex- 
posed. The  penalty  is  the  same  if  a  player 
believing  he  has  lost  shows  his  cards  in  a 

similar  way. 
6 


98  EUCHRE, 

Law  XXI. 

Whenever  a  player,  who  is  entitled  to  the 
privilege  of  making  the  trump,  once  names  a 
suit,  he  cannot  be  permitted  to  change  it,  and 
should  he,  by  mistake,  name  the  suit  turned 
down,  it  is  equivalent  to  passing,  and  the  right 
to  make  the  trump  then  belongs  to  his  left- 
hand  opponent. 

Law  XXII. 

A  player  intending  to  Play  Alone  must 
announce  his  determination  to  play  without 
his  partner  in  such  an  audible  and  distinct 
expression  that  no  doubt  must  exist  of  his  in- 
tention, for  if  his  manner  of  announcing  it  is 
ambiguous,  and  a  legal  lead  is  made,  by  him- 
self or  an  adversary,  he  loses  the  privilege  of 
Playing  Alone  and  must  be  compelled  to  play 
with  his  partner. 

Law  XXIII. 

Whenever  a  revoke  occurs,  whether  from 
inattention  or  design,  the  adverse  parties  are 
entitled  to  add  two  points  to  their  score. 


LAWS.  99 

Law  XXIV. 

The  revoke  is  not  completed  until  the  trick 
in  which  it  has  been  made  is  turned  and  quit- 
ted, and  the  player  committing  the  revoke,  or 
his  partner,  has  again  played. 

Law  XXV. 

If  a  player  revoking  perceives  his  error 
previous  to  the  turning  or  quitting  of  the 
trick  in  which  it  has  been  made,  he  can  with- 
draw his  card  from  the  trick  and  follow  the 
suit  led,  but  his  left-hand  antagonist  may  com- 
pel him  to  play  the  highest  or  the  lowest  card 
he  holds  of  that  suit ;  or,  if  it  seems  more  ad- 
vantageous to  his  side,  he  may  call  the  card 
so  exposed  and  taken  back  whenever  it  is  the 
offending  player's  turn  to  play,  or  lead,  in  a 
subsequent  trick. 

Law  XXVI. 

If  the  partner  of  a  player,  who  has  made  a 
revoke,  but  has  discovered  it  in  time  to  cor- 
rect it,  has  played  to  the  trick,  he  is  not 
permitted  to  change  the  card  he  has  played, 


100  EUCHRE. 

but  the  adversary  who  has  played  after  the 
revoke  occurred  may  withdraw  his  card  from 
the  trick  without  penalty,  and  play  another, 
if  he  thinks  it  may  give  him  an  advantage. 

Law  XXVII. 

Should  either  of  the  adversaries  mix  the 
cards  together  when  a  revoke  is  alleged  against 
them  they  incur  the  penalty  of  the  revoke,  and 
the  players  claiming  it  are  entitled  to  score 
the  two  points. 

Law  XXVIII. 

When  the  cards  have  been  cut  for  a  new 
deal,  no  party  is  entitled  to  claim  the  penalty 
of  a  revoke ;  and,  in  case  of  a  reciprocal  re- 
voke in  one  hand,  one  error  offsets  the  other 
and  a  fresh  deal  must  be  had. 

Law  XXIX. 

If  a  player  shows,  or  exposes,  one  or  more 
of  his  cards,  intentionally  or  by  accident,  the 
card  or  cards  so  shown  may  be  called  by  an 
opponent,  either  as  a  lead,  when  the  offending 


LAWS.  101 

player's  turn  to  lead,  or  to  the  exposed  card's 
suit  when  led.  A  card  is  shown  if  it  is  pur- 
posely, or  accidentally  exposed,  and  either  of 
the  opposite  players  can  distinguish  its  char- 
acter, and  name  it.  And  a  card  may  be  called 
if  the  holder  names  or  indicates  that  it  is  in 
his  hand. 

Law  XXX. 

A  player  called  upon  for  an  exposed  card 
must  play  the  card  or  submit  to  the  penalty 
of  a  revoke. 

Law  XXXI. 

The  right  to  call  one  or  more  cards,  im- 
properly played  or  exposed,  by  an  opponent, 
belongs  only  to  the  left-hand  adversary  of  the 
offending  player.  And,  in  no  case  can  such  a 
card  be  called  if  it  causes  a  revoke ;  nor,  can 
the  player  entitled  to  call,  require  his  oppo- 
nent to  throw  away  a  commanding  card  to  a 
lead  of  different  suit,  when  holding  no  card  of 
the  suit  led,  whether  he  can  trump  it  or  not. 
If  two  or  more  players,  in  any  one  deal,  ex- 
pose a  card,  the  law  is  the  same. 


102  EUCHRE. 

Law  XXXII. 

Neither  adversary  is  permitted  to  call  the 
attention  of  his  partner  to  the  state  of  the 
game  at  a  Bridge,  without  forfeiting  their  right 
to  order  up,  and  the  dealer,  or  his  partner, 
may  then  Play  Alone,  or  not,  at  the  option  of 
either. 

Law  XXXIII. 

If  the^ counter  marks  more  points  than  he 
is  entitled  to  score  to  the  game,  either  adver- 
sary— or  a  bystander  even— may  call  attention 
to  the  error,  and  the  opponents  are  entitled 
to  count  to  their  score,  the  point,  or  points, 
which  their  adversaries  erroneously  added  to 
theirs.  But  the  error  cannot  be  rectified  after 
the  trump  card  has  been  turned  in  the  deal 
next  ensuing  that  in  which  tke  error  occurred. 
So  if  he  fails  to  count,  or  counts  fewer  points 
than  he  is  entitled  to,  he  loses  the  right  to 
score  such  point,  or  points,  when  the  next  deal 
is  completed. 

Law  XXXIV. 

Should  a  player  from  loss  of  temper — or 


LAWS.  103 

upon  supposition  that  he  has  lost  or  won  the 
proper  number  of  tricks — or  from  any  other 
cause — throw  down  his  cards  upon  the  table, 
with  their  faces  turned  up,  he  cannot  take 
them  in  hand  again,  and  his  left-hand  adver- 
sary may  call  each  card  so  exposed  as  he 
deems  most  advantageous  to  his  side.  Who 
leaves  the  game  loses  it,  is  a  maxim  of  this  as 
of  all  other  games. 

Law  XXXV. 

Every  species  of  unfairness  is  strictly  pro- 
hibited ;  and  if  a  player,  at  any  time  between 
the  turning  up  of  the  trump  card  and  the  play- 
ing of  the  last  card  of  the  deal,  indicates  to  his 
partner  the  strength  of  his  own  hand,  either 
by  words  or  gestures ;  or  advises  him  how  to 
lead  or  play ;  or  invites  him  to  make  a  trump, 
by  such  expressions  as  "  follow  the  rule," 
"  make  it  something,"  or  any  similar  phrase ; 
or,  asks  any  questions  about  the  game  except 
such  as  are  specifically  allowed  by  the  Laws 
of  Euchre,  the  adversaries  shall  immediately 
add  one  point  to  their  game, 


104  EUCHRE. 

Law  XXXVI. 

In  every  case  of  a  penalty  which  entitles 
one  party  to  add  a  point,  or  more,  to  the  score 
of  their  game — for  the  revoke,  or  any  other 
wrong  practice  in  play, — the  offending  party 
cannot  count  a  point,  or  more,  which  they  may 
have  won  in  that  deal — or  round — in  which 
the  penalty  was  incurred;  and  the  regular 
routine  of  the  deal  continues. 

Law  XXXVII. 

Every  penalty  incurred  by  the  misconduct 
of  a  player  must  be  shared  and  submitted  to 
by  his  partner — for  partners  are  mutually 
responsible  for  each  other's  faults. 

Law  XXXVIII. 

If  a  player,  who  has  incurred  a  penalty 
imposed  by  a  provision  of  any  of  the  prece- 
ding Laws,  refuses  submission  to  such  penalty, 
his  opponents  may  immediately  throw  down 
their  cards,  and  that  game,  at  any  state  of  the 
Bcore,  is  declared  to  belong  to  them. 


CHAPTEE   VII. 

HINTS   TO   TYROS. 


"  Upon  this  hint  I  spake.' ' — Shakspeare. 

"  What  could  I  more  ? 
I  warn'd  thee,  I  admonish'd  thee,  foretold 
The  danger,  and  the  lurking  enemy 
That  lay  in  wait."— Milton. 

"  Euchre  and  Life 
Own  their  losses  and  gains  in  ephemeral  strife. 

*  Play  alone,'  when  you  hold  the  *  good  cards'  in  the 

pack  ; 

*  Assist,'  with  the  Ace,  or  the  King  and  a  Jack. 

c  Pass,'  holding  l  both  Bowers' — on  refusal  to  take, 
Yot  can  *  make'  it  i  the  next'  and  can  '  play  what  you 

make  f 
Look  out  for  the  '  bridges,'  and  cross  if  you  choose, 
But  with  Euchre  and  Life,  play  to  win  not  to  lose." 

Pettes. 


The  ensuing  hints,  confidingly  and  confi- 
dently  suggested   to   novices   in  our  highly 

(105) 


106  EUCHRE. 

scientific  and  gleesome  game,  result  from  an 
experience  gained  in  many  a  "  glorious  and 
weli-foughten  field, "  and  although  not  pre- 
tending in  these  premises  to  be  Sir  Oracle  yet 
hand  ineacpertm  loquor.  We  hope  they  will 
be  kindly  taken,  as  meant.  Should  they 
appear  trite  and  simple  to  players  of  a  cer- 
tain degree  of  skill,  we  beg  permission  to 
remind  them  that  the  hints  are  offered  only 
to  novitiates,  with  a  desire  fully  to  explain 
to  them  some  of  the  most  approved  points 
of  play. 

We  venture  to  invite  attention  to  a  few 
words  by  way  of  prelude. 

As  the  principle  which  guides  us  in  social 
intercourse  (if  we  remember  our  early  educa- 
tion aright)  is  politeness — the  observance  of 
those  pleasing  amenities  which  tend  so  much 
to  make  life  agreeable — so  that  which  should 
guide  us  at  the  card-table  is  good  humor — that 
card-inal  virtue. 

Adhere  undeviatingly  and  persistently  to 
the  law  in  each  and  every  case  made  and  pro- 
vided, and  remember  "  there  is  no  power  in 


HINTS   TO   TYROS.  107 

Venice  can  alter  a  decree  established."  Flay 
the  right  game  always — couU  qui  couie — and 
insist  on  the  strict  play  of  the  game  by  your 
opponents,  for  no  option  in  playing,  at  vari- 
ance with  prescribed  precepts,  can  be  tolera- 
ted; and,  if  your  partner  commits  an  error, 
require  the  other  side  to  avail  themselves  of 
the  advantage  attained  by  it — for  the  mistake 
of  one  party  is  the  game  of  the  other,  fairly. 
Eschew  especially  every  circumstance  and 
act  that  has  a  tendency  to  produce  confusion 
or  misunderstanding  in  play. 

Acquire  the  habit — it  is  easily  accomplished 
— of  determining  whether  you  pass,  or  order 
up,  without  unnecessary  suspense,  and  "  hesi- 
tate not  to  say."  Promptness  and  a  quick  re- 
sponse— "when  'tis  done,  then  'twere  well  it 
were  done  quickly" — should  be  part  and  par- 
cel of  the  play ;  it  is  better  to  decide  wrongly 
a  few  times  than  mislead  your  partner  by 
hesitation.  Nothing  can  be  more  irksome 
than  to  see  a  player — especially  if  one's  part- 
ner— boggling  over  his  cards,  hesitating  and 
undecided  what  to  do.     Such  indecision,  be^ 


108  EUCHRE. 

sides,  betrays  your  hand.  Holding  but  five 
cards,  a  glance  at  them,  simply,  enables  a 
quick  judgment  to  declare  whether  he  will 
pass,  or  not.  "  Speak  quick — it  is  the  strength 
of  the  game,"  is  the  favorite  ejaculation  of  a 
favorite  friend  of  ours. 

Never  exhibit  peevishness  and  ill-temper — 
reserve  it  for  home-consumption — when  you 
lose,  nor  too  great  elation  of  joy  when  you 
win;  nor  permit  the  calm  expression  of  your 
face  to  be  ruffled  by  the  appearance  of  your 
hand;  and  bear  all  reverses  with  Christian 
fortitude  and  Jewish  resignation. 

So,  if  your  hand — we  mean  the  cards  you 
hold,  gentle  tyro — should  happen  to  be  as  red 
as  the  saints'  days  in  a  Eomish  calendar,  or 
as  black  as  the  concentrated  essence  of  mid- 
night, when  the  opposite  colors  are  trumps, 
pursue  the  even  tenor  of  your  play,  witli 
placid  demeanor — with  columbine  innocence 
and  serpentine  wisdom — and  "  publish  it  not" 
with  impatient  demonstrations,  or  vituperative 
expressions  against  ill-luck ;  for  cards,  at 
times,  will  obstinately  run  as  chance  directs. 


HINTS   TO   TYROS.  109 

"  'Tis  not  in  mortals  to  command  success,"  you 
know — if  you  do  not,  it  is  time  you  did,  you 
understand. 

"  O  there  be  players,  that  I  have  seen  play," 
who  grumble  and  fault-find  as  much  over  the 
card-table,  as  they  would  chaffering  and  cavil- 
ling in  a  market-house  with  a  huckster ! — as 
if  cards  were  not  invented  for  recreation  and 
amusement — "  very  reverend  sport  truly." 

Should  your  partner  make  an  occasional 
misplay,  take  it  kindly,  and  avoid,  by  all 
means,  that  horrid  practice  of  fault-finding 
and  censure — every  one,  you  know,  except 
ourselves,  commits  blunders,  and  mistakes 
are  inevitable. 

Should  you  be  eminently  successful  in  win- 
ning from  your  adversaries,  don't  twit  them 
too  often  and  persistently  with  their  defeat, 
but  enjoy  it  secretly  and  quietly  as  we  enjoy 
love  and  poetry,  for  "modesty,"  says  the  re- 
nowned Munchausen,  u forbids  individuals  to 
arrogate  to  themselves  great  successes  or  vic- 
tories." 

It  may  hap — once  in  a  while — that  you 


110  EUCHEE. 

will  find  yourself  associated  with  a  partner, 
who  is  a  novice  in  the  philosophy  and  myste- 
ries of  our  noble  game,  and  when  you  "do 
begin  to  perceive"  that  he  is  one  of  those  un- 
fortunate individuals  of  neglected  erudition, 
whose  intense  ignorance  of  the  play  is  dis- 
heartening— displaying  the  most  marvellous 
ingenuity  in  preventing  you  from  winning, 
and  a  cruelly  tantalizing  facility  in  helping 
your  opponents  to  defeat  you — smile,  if  you 
can ; — we  always  do.     "  llluc  Ionicus." 

In  such  a  case,  if  no  other  kind  of  amuse- 
ment can  be  resorted  to,  suggest  refreshment, 
you  will  find  it  a  great  relief;  and,  besides, 
some  one  may  then  offer  -to  take  your  place  at 
the  card-table,  or  your  partner  "for  worse" 
may  obtain  some  more  suitable  employment. 

Never  give  in  and  grow  faint-hearted — hard 
as  it  sometimes  is  to  lose  when  near  winning 
— but  console  yourself  with  the  comfortable 
reflection  that  while  the  combat  continues 
victory  is  uncertain. 

Although,  at  this  game,  the  advantage 
rather  depends  on  skillful  combinations,  and 


HINTS  TO   TYROS.  Ill 

a  quick  calculation  of  chances  at  the  various 
periods  of  play,  than  on  high  cards,  yet  the 
most  unskillful  novice  at  the  game  may  fre- 
quently hold  such  commanding  cards  during 
an  entire  seance  that  he  must  necessarily  win 
all  the  tricks,  even  from  experienced  experts, 
for  Bowers  will  defeat  Aces,  and  Aces  will 
capture  Kings.  Avoid  too  much  elation  at  a 
run  of  luck,  for,  "  the  hood-wink'd  goddess1' 
must  succumb  to  persistent  skill :  moreover, 
you  will  soon  find  but  little  excitement  in 
like  easy  skirmishes.  But,  when  cards  do 
range  out  equally  and  high  on  either  side  in 
groups  of  threatening  and  overwhelming 
strength,  good  scuffling  hands, — "  I  love  a  hand 
that  meets  mine  own," — affording  fine  scope 
for  combinations  of  chance  and  skill,  arousing 
the  accomplished  adept's  valor  to  the  strife  for 
victory,  "  then  comes  the  tug  of  war."  We 
have  known  players  when  holding  such  hands 
to  play  a  series  of  several  hundred  games, 
without  making  a  single  error  in  play,  01 
failing  to  win  every  trick  on  the  cards 
11  Think  of  that  Master  Brooks,"  and  be  emu- 
lous. 


112  EUCHRE. 

Always  consult  the  score  of  the  game, 
playing  accordingly,  and  remember  that  the 
policy  of  your  antagonists  is  at  variance  with 
your  own.  Never  let  your  face  betray  your 
hand.  An  air  of  coldness,  and  impassibility 
of  feature,  are  indispensable  qualities  in  play. 

There  are  many  other  circumstances  of 
play  which  we  might  assume  to  hint  at  that 
cannot  well  be  demonstrated  by  rules;  but 
deference  to  the  opinions  of  others — older,  if 
not  better  soldiers, — your  knowledge  of  the 
refined  observances  and  established  usages  of 
society,  and  a  certain  natural  tact,  will  guide 
and  counsel  you,  we  fancy,  better  than  any 
suggestions  of  ours.  Skill,  of  course,  is  only 
acquired  by  practice. 

Once  more  we  earnestly  recommend,  nay 
beseech  you,  to  give  no  indications  by  ges- 
ture or  expression  of  the  strength  or  weak- 
ness of  your  cards,  but  preserve  a  stoical 
placidity  of  countenance,  eschewing  in  every 
manner  all  species  of  unfairness;  and  we 
hope  it  may  be  our  fortune,  "  oft  in  the  stilly 
night,"  to  meet  you  in  friendly  conflict  on  the 
"  velvet  plain." 


HINTS   TO   TYROS.  113 

In  the  meantime  let  us  return  to  our  mut- 
tons ;  for,  if  we  have  a  fault,  it  is  digression. 

After  the  ceremony  of  the  deal  has  been 
concluded,  it  is  the  duty  of  the  eldest-hand  to 
order  up  the  trump  card  or  pass.  He  should 
always  order  it  up  at  a  Bridge, — when  not 
sure  of  a  trick, — as  before  explained ;  he 
should  also,  of  course,  (when  sure  of  one 
trick  and  has  passed  accordingly,)  make  the 
trump,  if  the  dealer  turns  it  down,  and  for 
the  same  reason  that  he  would  order  up  at 
the  Bridge.  At  any  other  stage  of  the  game 
he  must  hold  a  very  strong  hand  in  trumps 
to  order  up.  The  Left-Bower,  Ace,  and  ten 
of  trumps,  with  an  Ace  of  a  lay  suit,  or  two 
commanding  cards  of  a  lay  suit,  as  a  general 
rule,  would  be  sufficiently  strong ;  or  the  Ace, 
King,  ten,  and  seven  of  trumps — especially 
if  the  fifth  card  in  his  hand  is  a  high  one. 
The  eldest-hand,  when  strong  at  the  suit  turned 
for  trumps,  and  also  strong  at  the  next  in 
suit — in  utrumque  paratus — should  always 
pass  to  Euchre  the  other  side  if  the  trump  is 
adopted ;  for,  if  it  should  be  turned  down  he 
7 


114  EUCHHK. 

can  then  make  the  trump.  As  a  general  rule 
he  should  always  pass  for  a  Euchre  when  as 
strong  at  the  next  in  suit. 

Never  order  up  with  the  two  Bowers  and 
the  Ace,  or  other  high  trump,  if  you  have 
two  cards,  even  so  low  as  the  seven  and  eight 
of  the  same  color  of  the  trump,  because,  if 
the  adversaries  adopt  the  trump  you  are  sure 
to  Euchre  them,  and  if  it  is  turned  down  you 
have  a  lone  hand  at  next  in  suit. 

With  the  Right-Bower,  Ace,  and  seven  of 
trumps,  with  a  secondary  card  at  the  next  in 
suit,  it  is  safe  to  pass,  for  you  will  probably 
Euchre  the  hostile  side,  if  the  trump  is 
adopted,  and  you  are  almost  sure  of  the  odd 
trick  at  the  next  suit,  if  the  trump  is  turned 
down. 

Next  In  Suit,  or  Dutching,  is  deemed  by 
many  eminent  professors  of  the  game  one  of 
the  most  important  elements  of  play ;  the 
principles  upon  which  this  rule  is  founded 
we  will  here  essay  to  explain.  The  pack  is 
composed  of  just  thirty- two  cards,  of  which 
number  twenty-one  are  thrown  round  by  the 


HINTS    TO    TYROS.  115 

dealer  for  the  play  of  each  hand,  leaving 
eleven  cards,  say  one-third  of  the  entire  pack, 
in  the  talon.  When  the  dealer  and  his  part- 
ner decline  to  play  at  the  suit  turned  for 
trumps,  it  is  fair  to  presume  that  neither  of 
them  holds  a  Bower — especially  if  the  turn- 
up is  a  court-card.  The  chances  are  greatly 
in  favor  of  the  presumption  that  one  of  the 
Bowers  has  been  distributed  in  the  deal,  and 
nearly  equal  that  both  of  them  are  out.  The 
probability  then  is  that  one,  if  not  both  of 
them,  are  in  your  partner's  hand,  yourself 
having  neither.  And  if  the  Bowers  are  not 
out,  it  is  raison  de  plus  why  you  may  win  the 
odd  trick  with  fewer  and  weaker  cards  than 
in  an  ordinary  hand.  Your  partner,  if  a 
skillful  player,  will  never  order  up  when 
holding  both  Bowers  only,  but  will  pass  for 
the  Euchre,  if  the  trump  is  adopted,  or  for 
next  in  suit,  if  turned  down — for  "so  he 
plays  his  part."  We  have  known  instances 
when  the  eldest-hand's  partner  has  played  and 
made  a  lone  hand  at  next;  in  suit,  when  the 
eldest-hand  has  made  the  trump,  according  to 


116  EUCHRE. 

rule,  without  having  a  single  trump  in  hand 
At  all  events  the  chances  are  much  in  favor 
of  making  the  trump  next  in  suit,  and  favor- 
ble  chances  should  always  be  embraced. 
"Have  a  care  o'  th'  main  chance."  When 
you  follow  this  rule,  always  lead  a  trump, 
unless  you  have  the  tenace  of  Right-Bower  and 
Aee,  and  you  should  lead  the  Bower  then  if 
you  hold  commanding  lay  cards.  It  is  some- 
times asserted  that  if  this  rule  is  strictly  ad- 
hered to  the  dealer  may  often  win  a  Euchre 
by  a  ruse,  in  turning  down  when  equally 
strong  at  each  suit  of  the  color;  but  in  the 
event  of  his  being  strong  at  both  suits,  (the 
exception  to  the  rule;  crossing  the  suit,)  may 
be  in  your  hand.  It  is  a  bad  rule,  we  are 
told,  that  works  only  one  way,  and  Exceptio 
probat  regulam,  you  know. 

The  eldest-hand  opens  the  game,  and  as 
success  frequently  depends  upon  the  lead — 
c'est  le  premier  pas  qui  collie — he  must  bear  that 
fact  in  mind,  and  deploy  his  small  force  into 
action  skillfully,  with  decision. 

It  is  a  rule  with  many  experienced  players  to 
lead  through  the  assisting  hand,  that  is,  when 


HINTS   TO   TYROS.  -     117 

the  dealer's  partner  assists,  the  eldest-hand  is 
always  expected  to  lead  a  trump,  if  he  has  one, 
in  every  case,  except  when  a  Bower  is  turned 
up,  or  you  have  the  Left-Bower  guarded. 
The  exceptions  to  this  rule,  we  think,  are  so 
multitudinous  that  the  practice  is  almost  as 
much  "honored  in  the  .breach  as  the  obser- 
vance." The  rationale  of  the  rule  is  founded 
on  the  supposition  that  the  player  who  assists 
may  hold  but  two  trumps,  and  by  leading  a 
trump,  his  trumps  and  his  partner's  are 
brought  together,  and  if  you  or  your  partner 
have  commanding  cards  in  lay  suits  you  may 
make  a  Euchre.  And,  moreover,  if  your 
partner  holds  two  trumps,  by  leading  through 
the  strong  hand  up  to  the  weak — the  dealer's 
partner,  assisting,  is  supposed  to  be  in  that 
position — you  give  your  partner  an  opportu- 
nity  to  finesse.  These  are  the  only  advan- 
tages we  now  revive  in  memory.  If  the 
eldest-hand  holds  one  or  two  trumps, — espe- 
cially if  small, — with  commanding  cards  in 
other  suits,  the  trump  should  then  most  as- 
suredly be  led. 


118  EUCHRE. 

Should  he  hold  three  trumps  of  various 
value  and  two  lay  cards  of  suit, — the  seven 
and  Queen  for  instance — and  is  playing  to 
Euchre  the  dealer,  he  should  always  lead. the 
lay  seven,  for  when  he  wins  the  rentree  with 
one  of  his  small  trumps,  the  Queen  will  then 
either  win  the  trick  or  force  a  trump  from 
the  opponents.  If  the  eldest-hand's  partner 
should  win  the  first  or  the  second  trick  he 
should  never  return  such  a  lead,  because  the 
eldest-hand,  if  he  comprehends  his  vocation, 
will  never  commence  the  round  with  an  iso- 
lated plebeian  card,  unless  for  some  excep- 
tional cause. 

With  two  trumps,  two  lay  cards  of  suit, 
and  one  single  lay  card,  commence  with  one 
of  the  two  lay  cards,  for  one  of  your  trumps 
may  bring  you  back  to  your  suit,  and  your 
second  lay  card  will  then  probably  force  the 
other  side  to  trump.  Never  open  with  the 
single  lay  card  when  holding  such  a  hand,  be- 
cause you  may  have  an  opportunity  of  throw- 
ing it  away  on  a  trick  of  your  partner's,  or, 
when  second  player,  on  a  lead  of  a  numerical 


HINTS   TO    TYEOS.  119 

card  of  the  suit  of  which  you  have  none,  which 
will  enable  you  to  ruff  its  suit,  if  led  by  either 
of  your  adversaries,  and  win  you  a  trick. 

When  playing  to  Euchre,  if  you  have  two 
or  more  small  trumps  with  commanding  lay 
cards,  lead  a  small  trump  as  it  may  enable 
you  to  make  the  high  cards  when  trumps  are 
expended. 

When  your  partner  orders  up,  or  makes 
the  trump,  always  lead  him  one — the  best  you 
have — without  regard  to  tenace  or  Left-Bower 
guarded. 

When,  being  eldest-hand,  you  are  scoring 
three  points  to  your  game,  and  your  adversa- 
ries count  one,  or  nothing,  and  you  hold  very 
weak  and  sickly  looking  cards,  although  this 
is  not  a  Bridge,  yet  it  is  often  well  to  order 
up  and  take  a  Euchre — especially  if  a  Bower 
is  turned  up— rather  than  risk  a  lone  hand  to 
the  other  side ;  and  if  you  are  Euchred,  you 
are  Euchred — que  sara  sara,  as  we  used  to  say 
at  Florence.  Santissima  madonna,  those  days 
are  passed ! 

If  you  hold  a  lay  Ace,  when  opposed  to  a 


120  EUCHRE. 

lone  hand,  always  lead  it,  for  if  you  hold  a 
King  or  Queen  doubled,  you  have  an  addi- 
tional chance  to  prevent  the  march  of  the  lone 
player. 

That  condition  of  the  game  in  the  flood  tide 
of  luck,  termed  the  Bridge,  is  fully  explained 
at  the  close  of  Chapter  III,  to  which  we  re- 
spectfully beg  leave  to  refer.  When  it  carries 
you  safely  over,  praise  it.  And  thus  much  for 
your  duty  as  eldest-hand,  and  we,  like  Eng- 
land, expect  every  man  to  do  his  duty. 

Your  performance,  as  second  player, — when 
"  the  game's  afoot,"  and  the  eldest-hand  has 
given  you  "  a  taste  of  his  quality," — is  much 
more  circumscribed  and  simple,  consisting 
mainly  in  following  the  suit  led,  or  in  ruff- 
ing it;  and  this  easy  duty  and  irresponsible 
continues  through  each  of  the  five  rounds  in 
which  you  have  to  play  second-fiddle. 

When  confident  of  winning  two  tricks  al- 
ways assist  and  rely  on  your  partner  to  win 
one  trick. 

The  second  player  (the  dealer's  partner  as 
they  sit  at  the  table)  must  remember,  however, 


HINTS   TO    TYROS.  121 

that  when  the  trurap  card  has  been  turned 
down  by  the  dealer,  and  the  eldest-hand  has 
passed  the  making,  it  is  his  duty — though  not 
quite  so  imperatively  on  him  as  it  is  on  the 
eldest-hand  to  make  the  next  in  suit — to  cross 
the  suit,  that  is,  to  make  the  trump  either  of 
the  black  suits,  (the  one  in  which  he  is  the 
stronger,  of  course,)  when  a  red  suit  has  been 
turned  down,  and  vice  versa,  and  for  nearly  the 
same  reasons,  just  given  to  the  eldest-hand  for 
making  next  in  suit. 

As  second  player  rarely  ruff  a  numerical 
lay  card  the  first  time  round,  as  the  chances 
are  even  that  your  partner  may  win  the  trick. 
Throw  away  any  single  lay  card  of  less  value 
than  an  Ace,  if  you  have  one  or  two  small 
trumps,  on  such  a  lead,  which  will  enable  you 
to  ruff  its  suit  when  led.  Also  underplay  a 
numerical  trump,  risking  the  chance  of  your 
partner  winning  it.  We  have  an  acquired 
antipathy  to  a  single  lay  card  and  love  to  dis- 
pose of  its  bachelor-like  wretchedness  by  em- 
embracing  the  first  opportunity. 

So  often  as  the  lead  changes  the  relative  po- 


122  EUCHRE. 

sitions  of  the  players — as  the  leader,  second, 
third,  and  fourth  player — also  vary,  of  course. 

Second  player  following  suit  to  lay  cards, 
as  a  general  rule,  should  always  head,  that  is 
win  the  trick,  if  he  can.  The  same,  with  few 
exceptions,  when  playing  trumps. 

With  one  trump  only,  if  the  Eight-Bower 
himself  single,  and  your  partner  adopts  or 
makes  the  trump,  ruff  with  it  the  first  chance. 

When  you  can  neither  follow  suit  nor  trump, 
throw  away  the  weakest  card  you  have,  natu- 
rally. 

In  the  situation  of  third  player  your  "  offi- 
cious duties"  become  more  onerous.  When 
playing  to  win  a  Euchre,  if  you  hold  a  small  and 
a  medium  card,  at  trumps,  and  have  the  oppor- 
tunity to  ruff,  stick  in  the  medium  trump,  if 
third  player,  which  may  force  the  dealer  to  play 
his  best  trump.  Never  send  a  boy,  you  know, 
on  a  man's  errand.  And  this,  by-the-by,  re- 
minds us  of  a  pretty  problem  in  play.  Sup- 
pose yourself  sitting  on  the  right  hand  of  the 
dealer  who  has  turned  the  Knave  of  spades, 
and  adopted  the  trump.     Two  rounds  have 


HINTS   TO   TYROS.  123 

been  played — the  first  trick  having  been  won 
by  your  opponents,  and  the  second  by  your 
partner.  Your  partner  leads  in  a  lay  suit 
and  is  followed  by  the  second  player,  and  you 
hold  the  Left-Bower,  Ace,  and  Queen  of 
trumps,  you  play  either  the  Left-Bower,  or 
Ace,  and  the  dealer  holds  the  Eight-Bower, 
King,  and  ten  of  trumps.  If  the  dealer  takes 
the  trick  with  the  Eight-Bower,  which  he 
would  naturally  be  inclined  to  do,  he  is 
Euchred,  because  you  then  have  the  tenace. 
But,  on  the  contrary,  if  he  should  play  the 
ten  of  trumps  and  let  you  win  the  trick,  he 
gains  the  odd-trick,  as  by  this  underplay  he 
secures  the  tenace  to  himself.  If  you  had 
played  the  Queen — which  would  have  been  a 
horrid  play — you  would,  of  course,  have  lost 
the  odd-trick.  This  simple  problem  is  deemed 
worthy  of  especial  commendation,  as  illustra- 
tive of  the  peculiar  advantage  of  the  tenace. 

You  should  be  very  strong  in  trumps  to 
order  up,  because  your  partner,  passing,  shows 
that  he  is  weak,  or  prefers  to  make  the  next 
in  suit.     As  a  general  rule  let  the  responsi- 


124  EUCHRE. 

bility  of  ordering  up  rest  with  your  partner 
when  he  is  eldest-hand. 

When  your  partner  has  adopted  or  made 
the  trump,  be  careful  not  to  win  the  lead  from 
him,  unless  you  are  strong  enough  to  play  for 
a  march,  or  to  win  the  odd  trick. 

Always  divest  your  hand  of  losing  cards, 
when  possible,  to  your  partner's  winning  ones. 

If  your  partner  in  the  third  or  fourth  round 
leads  a  lay  King  (you  having  none  of  its  suit) 
which  is  not  captured  by  your  right-hand  ad- 
versary, and  you  have  a  lay  King  of  different 
suit,  with  trumps,  throw  it  away  on  your  part- 
ner's lead,  for  his  King  having  passed  safely 
through  one  hand  is  much  more  likely  to  win 
than  yours  would  be,  having  to  pass  through 
both  hands.  Trust  it  through  one  hand  rather 
than  two  is  the  rule.  Play  in  like  manner  in 
like  cases,  you  understand. 

Opportunities  to  finesse  occur  but  rarely, 
and  when  they  are  offered  should  be  exercised 
with  considerable  caution.  It  is  much  better 
for  the  third  player  to  win  the  trick  than  risk 
its  loss  by  any  delicate  stratagem  of  play. 


HINTS   TO   TYROS.  125 

The  vocation  of  the  dealer  is  replete  with 
interest.  He  should  commence  by  distribu- 
ting the  cards  with  exactness,  not  allowing 
any  card  to  be  exposed,  except  the  one 
turned  for  the  trump,  or  his  antagonists  may 
declare  the  deal  null,  and  he  will  have  to  per- 
form it  afresh.  He  should  always  discard  a 
single  card,  though  above  medium  value,  and 
retain  two  of  suit,  if  one  of  them  is  not 
higher  than  a  nine.  When  he  determines  to 
Play  Alone  with  three  trumps,  he  should 
always  discard  even  so  high  a  card  as  a  King 
of  a  lay  suit  when  the  only  card  of  the  suit, 
and  retain  the  seven,  or  any  other  card,  of  a 
suit  of  which  he  holds  the  Ace,  for  the 
chances  are  much  better  that  the  Ace  will 
exhaust  the  suit  and  let  the  seven  win,  than 
that  the  King  would  win  the  first  time  round. 

If  his  partner,  assisting,  has  played  one 
trump,  the  dealer  winning  a  trick  should 
never  lead  him  a  trump,  unless  he  is  sure  of 
winning  the  march,  or  the  odd  trick,  with  his 
own  hand;  for  the  probability  is  that  his 
partner  has  assisted  with  two  trumps  only, 


126  EUCHRE. 

and  by  leading  a  trump  to  him  he  may  draw 
the  last  he  holds,  and  in  that  way  entirely 
destroy  his  game.  This  is  a  fatal  mistake 
but  often  made  by  inexperienced  players,  and 
is  conspicuously  improper,  as  you  see.  But 
if  your  partner  assists,  and  your  side  have 
captured  the  first  two  or  three  rounds,  leav- 
ing you  with  commanding  trumps  and  sure 
lay  cards,  win  the  lead  from  him  then  and 
secure  the  march,  for  he  might  be  left  to  lead 
a  losing  card  not  of  your  sure  suit . 

Always  when  assisted,  Mr.  Dealer,  and 
you  hold  the  card  next  higher  or  lower 
to  the  trump  card,  play  it  instead  of  the 
trump  card  for  your  partner's  benefit. — 
Thus,  if  you  turn  up  a  King,  and  also  have 
the  Ace  in  hand,  and  your  partner  assists, 
when  a  trump  is  led,  or  you  can  ruff  a  suit, 
you  should  play  the  Ace,  which  shows  your 
partner  that  you  have   the  King  left. 

Having  a  sequence  of  three  trumps  of 
which  the  turn-up  card  is  the  smallest,  and 
your  partner  assists,  play  the  highest,  which 
informs  him  that  you.  have  two  more  trumps 


HINTS   TO    TYROS,  127 

of  equal  value.  As  in  case  tte  Queen  is 
turned  up,  and  his  partner  assists,  if  the 
dealer  holds  the  King  and  Ace,  making  a 
sequence  of  three  trumps,  when  the  trump 
is  led,  or  he  can  ruff,  he  should  play  the  Ace, 
which  makes  his  partner  understand  that  he 
holds  the  King  also.  The  same  in  all  similar 
cases. 

So,  also,  if  a  sequence  of  three  or  four 
cards  in  play  shows  all  the  cards  above  the 
turn-up  card,  and  your  hand  continues  the 
sequence,  play  the  highest  card  for  your  part- 
ner's benefit.  Par  example:  The  nine  of 
hearts  is  turned  for  trump,  and  the  ten,  Queen 
and  Ace,  of  hearts,  are  played  to  a  trick ;  if 
you  hold  the  King  of  trumps  play  it,  because 
your  nine  is  as  good  as  your  King,  and  by 
playing  the  King  your  partner  knows  that 
you  have  certainly  one  trump  in  hand,  and 
moreover,  that  it  requires  one  of  the  Bowers 
to  win  it. 

But  if  your  opponents  have  ordered  up 
the  trump  and  you  hold  a  similar  hand,  it  is 
obvious — on    the   principle   of   contrariwise, 


128  EUCHRE. 

otherwise— that  you  should  play  "  quite  the 
diverse/7  to  balk  them,  as  you  clearly  per- 
ceive. 

Eetain  the  trump  card,  when  your  side 
have  adopted  it,  as  long  as  possible,  to  benefit 
your  partner;  and,  on  the  contrary,  dispose 
of  it  the  first  opportunity,  to  put  your  adver- 
saries in  doubt,  when  it  has  been  ordered  up. 

A  few  more  illustrative  hints — to  each  and 
every  player,  in  a  general  way — we  hope  may 
be  taken,  as  we  offer  them,  in  the  very  spirit 
of  kindness. 

Always  play  to  benefit  your  partner — in 
every  possible  way  you  can  with  fairness  and 
good  order — and  to  balk  your  antagonists 
by  masking  your  hand,  for  in  Euchre,  as  in 
Love  and  in  War,  all  manoeuvres  are  admissi- 
ble. 

Three  trumps,  if  medium  ones  only,  are 
sufficient  to  take  up  the  trump,  or  to  assist 
your  partner,  or,  ordinarily,  to  make  the 
trump  suit.  If  you  hold  Knaves,  and  com- 
manding cards  of  two  or  more  suits,  it  often 
proves  successful  to  pass  both  the  adoption 


HINTS  TO   TYKOS.  129 

and  the  making,  to  Euchre  your  adversaries 
if  they  adopt  or  make  it.  Especially  if  the 
other  side  dealt,  for  if  they  pass  also  you 
gain  the  deal. 

Always  lead  a  trump  to  your  partner — 
if  eldest-hand,  or  you  have  won  the  rentree — - 
when  he  adopts  or  makes  the  trump — except 
when  he  assists  and  has  played  one  trump — 
especially  if  you  should  hold  either  of  the 
Bowers  only. 

When  last  player  and  the  trick,  in  a  lay 
suit,  if  the  first  or  second  round,  is  your  part- 
ner's, and  you  hold  a  single  lay  card,  and  one 
or  more  trumps,  throw  away  that  single  card, 
if  so  high  as  a  King  even,  on  your  partner's 
trick,  for  if  he  holds  a  card  in  that  suit  he 
will  of  course  lead  it,  which  may  enable  you 
to  win  the  trick  with  a  trump. 

When  your  side,  having  adopted,  or  made 
the  trump,  have  lost  one  trick,  you  must  then 
play  cautiously  to  prevent  being  Euchred,  for 
the  risk  you  might  venture  when  playing  to 
make  a  march  would  be  quite  improper  when 
you  have  lost  one  trick. 
8 


130  EUCHRE. 

Having  lost  the  first  two  tricks  a  ad  won 
the  third,  if  you  have  one  trump  left,  lead  it 
— either  to  make  or  to  save  a  Euchre — for 
if  your  adversaries  have  a  trump  larger  than 
yours  they  must  win  the  odd  trick ;  and,  if  it 
is  smaller,  you  may  exhaust  them  and  win 
the  fifth  trick  with  your  lay  card.  The  only 
exception  to  this  rule  is  when  you  have  as- 
sisted— or  your  partner  has  taken  it  up — and 
your  partner  still  retains  the  trump  card  ;  and, 
if  your  trump  is  higher  than  your  partner's, 
and  you  have  a  winning  card  for  the  fifth 
round,  you  should  lead  the  trump  then. 

Holding  a  sequence  of  trumps,  and  playing 
to  Euchre  the  adversaries,  always  play  the 
highest  to  balk  them ;  for  instance,  if  you  hold 
Ace,  King,  and  Queen  of  trumps,  and  a  Bower 
is  led,  play  the  Ace. 

When  holding  the  Left-Bower  and  one  other 
trump,  the  Left-Bower  guarded  as  it  is  termed, 
be  cautious  how  you  separate  them,  for  if  the 
Eight-Bower  should  be  led,  by  playing  your 
smaller  trump  to  it  you  are  sure  to  win  with 
the  Left-Bower. 


HINTS   TO   TYROS.  131 

When  you  hold  the  Left-Bower  alone 
whether  you  are  playing  to  your  partner's 
adoption  or  make  of  the  trump,  or  to  Euchre 
your  opponents,  ruff  with  it  as  soon  as  you 
have  the  chance,  at  any  stage  or  condition  of 
the  play — otherwise  it  may  fall  to  the  Eight- 
Bower,  when  the  trump  is  led.  Make  the 
Bight-Bower  in  the  same  manner,  if  your  only 
trump,  when  your  partner  assists  or  makes  the 
trump,  for  when  he  wins  the  rentree  he  would 
almost  certainly  lead  his  highest  trump,  and 
your  Bower,  winning  it,  might  sadly  injure 
his  game. 

In  adopting  or  making  the  trump  you  may 
always  rely  on  your  partner  to  win  one  of  the 
five  tricks. 

It  is  a  rule  in  play  that  a  lay  Queen  never 
wins  a  trick.  This  is  not  strictly  correct,  but 
near  enough  to  the  truth  to  be  adopted  as  a 
general  rule. 

Keep  your  mind  on  the  cards,  as  we  for- 
tune-tellers say,  and  remember  how  the  suits 
fall  in  play,  so  as  not  to  be  trumping  with  a 
seven  or  eight  a  commanding  lay  card  of  your 


182  EUCHRE. 

partner's — a  sottise,  by  the  way,  not  unfre- 
quently  committed. 

Be  cautious  how  you  adopt  or  make  the 
trump  when  the  hostile  side  are  scoring  three 
points  ;  for,  if  you  are  Euchred,  you  put  them 
out,  and,  in  another  sense  of  the  expression, 
you  may  put  out  your  partner  too,  which 
would  be  grievous. 

Opponent  to  a  Lone  Player,  and  holding  the 
seven  and  nine  of  one  suit,  with  single  cards 
in  each  of  the  other  suits — if  Queens  even — 
never  separate  the  two  of  suit  although  there 
is  a  single  chance  only  that  one  of  them  may 
win.  You  will  be  surprised,  and  delighted 
too — we  assure  you,  you  will — to  see  how  of- 
ten the  nine  in  such  cases  prevents  the  march 
of  the  Lone  Player,  and  ruffles  his  equanimity. 
We  always  rely  more  confidently  on  a  Knave 
and  seven  of  a  lay  suit,  in  such  case,  than  on  a 
lay  King  single. 

We  believe  we  have  annunciated  this  doc- 
trine before ;  but,  excuse  us,  for  truth  cannot 
be  too  oft  asserted. 

These  leading  principles  in  the  practice  of 


HINTS   TO   TYROS.  133 

the  game  should  always  be  retained  in  mind, 
though  combinations  of  cards  in  the  various 
distributions  into  hands — like  the  myrioramic 
changes  of  the  Kaleidoscope — may  diversify 
the  manner  of  the  play  almost  a  V  infini.  When 
such  peculiar  idiosyncrasies  require  your  at- 
tention they  should  be  treated — according  to 
Gunter. 

It  is  quite  unnecessary  to  offer  any  obser- 
vations on  that  branch  of  the  doctrine  of 
chances  which  might  apply  to  our  game, — or 
to  point  out  that  the  dealer's  chance  of  turning 
up  a  Knave  is  seven  to  one  against  him ;  or 
why,  when  you  adopt  or  make  the  trump  the 
chances  are  in  favor  of  your  partner's  winning 
one  trick, — for  it  is  obvious  that  games,  con- 
tingent upon  chance  and  combination,  cannot 
be  reduced  to  the  exactness  of  the  propositions 
of  Euclid  and  be  made  to  conform  to  a  u  rigid 
and  infallible  geometry."  Besides,  the  "  cer- 
tainties of  chances"  we  do  not  affect  to  com- 
prehend, but  only  "have  a  care  o'  th7  main 
chance."  Yet,  to  gratify  a  curiosity  that 
might  crave  such  enlightenment,  and  simply 


134  EUCHRE. 

alluding  to  the  ramifications  of  chances  which 
enter  into  the  play,  we  will  mention  that  there 
are  4,591  chances  to  1  against  holding  the 
Jamboree ;  that  it  is  27  to  5  against  holding 
the  Eight-Bower,  or  any  one  particular, 
certain  card;  and  that  201,876  separate  and 
different  hands — like  the  stripes  on  a  zebra's 
back,  no  two  alike — may  be  held  in  this 
pleasant  game. 

"In  this  journey  through  life,  should  dame  Fortune's 

dark  frown 
Upon  you  be  cast,  let  it  ne'er  weigh  you  down  ; 
Should  friends  fail  to  'assist'  and  'pass*  heedlessly  by, 
And  you  should  Euchred  be — why  still  never  say  die." 

"  And  so  may  you  ever,  while  playing  life's  game, 
Have  the  Queen  and  the  King  and  the  Ace  of  the  same  ; 
Encircled   with    Diamonds,    with    Hearts,    and   with 

Bowers, 
Enjoying  the  perfume  of  love's  happy  hours.' ' 


RULES  FOR  PLAYING  DRAW  POKER, 


THE  DEAL  AND  DEALING  OF  THE  CARDS. 

The  deal  is  of  no  special  value,  and  any- 
body may  begin. 

The  dealer,  beginning  with  the  person  at 
his  left,  throws  around  five  cards  to  each 
player,  giving  one  card  at  a  time. 

The  dealer  shuffles  and  makes  up  the  pack 
himself,  or  it  may  be  done  by  the  player  at 
his  left,  and  the  player  at  his  right  must  cut, 

To  begin  the  pool,  the  player  next  to  the 
dealer  on  his  left  must  put  up  money,  which 
is  called  an  "  ante,"  and  then,  in  succession, 
each  player,  passing  around  to  the  left,  must, 
after  looking  at  his  hand,  determine  if  he  goes 
in  or  not ;  and  each  person  deciding  to  play  for 
the  pool  must  put  in  twice  the  amount  of  the 
ante.  Those  who  decline  to  play  throw  up 
their  cards,  face  downward,  on  the  table,  and 
per  consequence,  in  front  of  the  next  dealer. 

(135) 


136   RULES  FOR  PLAYING  DRAW  POKER. 

When  all  who  wish  to  play  have  gone  in, 
the  person  putting  up  the  ante  can  either  give 
up  all  interest  in  the  pool,  thus  forfeiting  the 
ante  which  has  been  put  up,  or  else  can  play- 
like  the  others  who  have  gone  in  by  "  making 
good,"  that  is,  putting  up  in  addition  to  the 
ante  as  much  more  as  will  make  him  equal  in 
stake  to  the  rest. 

If  a  number  of  players  have  gone  in,  it  is 
best  generally  for  the  ante  man  to  make  good, 
and  go  in,  even  with  a  poor  hand,  because  half 
his  stake  is  already  up,  and  he  can  therefore 
stay  in  for  half  as  much  as  the  others  have 
had  to  put  up,  which  is  a  percentage  in  favor 
of  his  taking  the  risk.  This,  of  course,  does 
not  apply  if  any  one  has  "  raised,"  that  is, 
more  than  doubled  the  ante  before  it  comes 
around  to  the  starting  point. 

Any  one  at  the  time  of  going  in  must  put 
up  as  much  as  double  the  ante,  and  may  put 
up  as  much  more  as  he  pleases  by  way  of 
"  raising  "  the  ante,  in  which  case  every  other 
player  must  put  up  as  much  as  will  make  his 
stake  equal  to  such  increase,  or  else  abandon 
what  he  has  already  put  in. 


RULES  FOR  PLAYING  DRAW  POKER.   137 

Each  player,  as  he  makes  good  and  equals 
the  others  who  are  in  before  him,  can  thus 
increase  the  ante  if  he  chooses,  compelling  the 
others  still  to  come  up  to  that  increase  or  to 
abandon  their  share  in  the  pool. 

All  " going  in"  or  "raising"  of  the  pool, 
as  well  as  all  betting  afterward,  must  be  in 
regular  order,  going  round  by  the  left ;  no  one 
going  in,  making  good,  increasing  the  ante,  or 
betting,  except  in  turn. 

When  all  are  in  equally  who  intend  to  play, 
each  player  in  turn  will  have  the  privilege  of 
drawing ;  that  is,  of  throwing  away  any  num- 
ber of  his  five  cards  and  drawing  as  many 
others,  to  try  thus  to  better  his  hand.  The 
cards  thus  thrown  up  must  be  placed  face 
downwards  on  the  table,  and,  for  convenience, 
in  front  of  or  near  the  next  dealer. 

The  dealer,  passing  around  to  the  left,  will 
ask  each  player  in  turn  how  many  cards  he  will 
have,  and  deal  him  the  number  asked  for  from 
the  top  of  the  pack  without  their  being  seen. 
The  dealer,  if  he  has  gone  in  to  play  for  the 
pool,  will,  in  like  manner,  help  himself  last. 

The  players  must  throw  away  their  dis- 


138   RULES  FOE  PLAYIXG  DRAW  POKER, 

carded  cards   before  taking  up  or  looking  at 
those  they  dr; 

EVERY   PLAYER   FOR   HLMSELF. 

In  the  game  every  player  is  for  himself 
and  against  all  others,  and  to  that  end  will  not 
let  any  of  his  cards  be  seen,  nor  betray  the 
value  of  his  hand  bv  drawing  or  plavine  out 
of  his  turn,  or  by  change  of  countenance,  or 
any  other  sign.  It  is  a  great  object  to  mys- 
tify your  adversaries  up  to  the  u  call,"  when 
hands  have  to  be  shown.  To  this  end  it  is 
mitted  to  chad'1  or  talk  nonsense,  with  a 
view  of  misleading  your  adversaries  as  to  the 
value  of  your  hand,  but  this  must  be  without 
unreasonably  delaying  the  game. 

\Then  the  drawing  is  all  complete,  the  bet- 
ting goes  around  in  order,  like  the  drawing, 
to  the  left.     The  ante  man  is  the  first  to  bet 
unless  he  has  dec-lined  to  play,  and  in  that  case 
the  first  to  bet  is  the  player  nearest  to  t 
dealer  on  his  left.     But  the  player  entitled  to 
bet  first  may  withhold  his  bet  until  the  otl. 
have  bet  round  to  him,  which  is  called  "hold- 
ing the  r_v."  and  this  being  an   advantag 
ild,  as  a  general  rule,  be  practised. 


RULES  FOR  PLAYING  DRAW  POKER.   139 

Each  better,  in  turn,  must  put  into  the  pool 
a  sum  equal  at  least  to  the  first  bet  made;  but 
each  may  in  turn  increase  the  bet  or  raise  it  as 
it  comes  to  him ;  in  which  case,  the  bets,  pro- 
ceeding around  in  order,  must  be  made  by- 
each  player  in  his  turn  equal  to  the  highest 
amount  put  in  by  any  one,  or  else  failing  to 
do  that,  the  party  who  fails  must  go  out  of  the 
play,  forfeiting  his  interest  in  the  pool. 

When  a  player  puts  in  only  as  much  as  has 
been  put  in  by  each  player  who  has  preceded 
him,  that  is  called  "  seeing  "  the  bet. 

When  a  player  puts  in  that  much,  and 
raises  it,  that  is  called  seeing  the  bet  and 
"  going  better." 

When  the  bet  goes  around  to  the  last  better 
or  player  who  remains  in,  if  he  does  not  wish 
to  see  and  go  better,  he  simply  sees  and 
"  calls,"  and  then  all  playing  must  show  their 
hands,  and  the  highest  hand  wins  the  pool. 

When  any  one  declines  to  see  the  bet,  or  the 
increase  of  bet  which  has  been  made,  he  "  lays 
down ;;  his  hand,  that  is,  throws  it  up  with  the 
cards  face  downward  on  the  table.  If  all  the 
other  players  throw  clown  their  hands,  the  one 


140   RULES  FOR  PLAYING  DRAW  POKEE. 

who  remains  in  to  the  last  wins,  and  takes  th  \ 
pool  without  showing  his  hand. 

To  "bluff"  is  to  take  the  risk  of  betting 
high  enough  on  a  poor  hand  or  a  worthless 
one,  to  make  all  the  other  players  lay  down 
their  hands  without  seeing  or  calling  you. 

When  a  hand  is  complete,  so  that  the  holder 
of  it  can  play  without  drawing  to  better  it, 
that  is  called  a  "  pat "  hand.  A  bold  player 
will  sometimes  decline  to  draw  any  cards,  and 
pretend  to  have  a  pat  hand,  and  play  it  as 
such,  when  he  has  none. 

A  skilful  player  will  watch  and  observe 
what  each  player  draws,  the  expression  of  the 
face,  the  circumstances  and  manner  of  betting, 
and  judge,  or  try  to  judge,  of  the  value  of 
each  hand  opposed  to  him  accordingly. 

No  one  is  bound  to  answer  the  question 
how  many  cards  he  drew,  except  the  dealer ; 
and  the  dealer  is  not  bound  to  tell  after  the 
betting  has  begun. 

DRAWING  OF  CARDS. 

If  the  player  determines  to  draw  to  a  pair, 
he  draws  three  cards.  If  he  draws  to  two 
pair,  he  draws  one  card. 


RULES  FOR  PLAYING  DRAW  POKER.   141 

If  he  holds  three  to  begin  with,  he  draws 
two  cards,  in  order  to  have  the  best  chance 
of  making  a  full,  inasmuch  as,  in  playing, 
pairs  are  apt  to  run  together.  But  to  deceive 
his  adversaries  and  make  them  think  he  has 
nothing  better  than  two  pairs,  a  sharp  player 
will  often  draw  but  one  card  to  his  threes. 

It  is  advisable  sometimes  to  keep  an  ace, 
or  other  high  card,  as  an  "  outsider "  with  a 
small  pair  and  draw  but  eja4  card-£-thus  tak-  * 
ing  the  chances  of  matching  the  high  cards, 
and  so  getting  a  good  two  pairs,  or  something 
better,  possibly — while  at  the  same  time  others 
may  be  deceived  into  believing  that  the  player 
is  drawing  to  threes. 

When  drawing  to  cards  of  the  same  suit,  to 
try  to  make  a  flush,  or  to  cards  of  successive 
denominations,  to  try  to  make  a  sequence,  as 
many  more  cards  are  to  be  taken  as  will  be 
needed  to  fill  out  the  flush  or  the  sequence.  But 
it  is  seldom  advisable  to  venture  in  to  draw 
for  either  a  flush  or  a  sequence  when  more 
than  one  card  is  required  to  complete  the  hand. 

When  a  player  holds  fours  in  his  original 
hand,  it  is  as  good  as  it  can  be ;  and  yet  it  is 


142   RULES  FOR  PLAYING  DRAW  POKER. 

best  to  throw  away  the  outside  card  and  draw 
one,  because  others  may  then  think  he  is  only 
drawing  to  two  pairs,  or  for  a  flush  or  a 
sequence,  and  will  not  suspect  the  great  value 
of  the  hand. 

When  one  is  in  (as  he  ought  seldom  to  be) 
without  even  so  much  as  a  pair,  his  choice 
must  be,  either  to  discard  four  cards,  or  three 
cards,  and  draw  to  the  highest  or  two  highest 
in  the  hand,  or  throw  away  the  whole  hand 
and  draw  five,  or  look  content  and  serious; 
stand,  pat,  and  bet  high ! 

The  player,  determining  to  try  this  last 
alternative  on  a  worthless  hand,  had  generally 
better  begin  by  raising  when  he  goes  in,  or 
else  nobody  will  be  likely  to  believe  in  his 
pretended  strong  hand. 

RELATIVE    VALUE    OF    HANDS    IN    THEIR 
ORDER,   BEGINNING  WITH  THE   BEST. 

1.  A  Sequence  Flush — Which  is  a  sequence 
of  five  cards,  and  all  of  the  same  suit. 

2.  Fours — Which  is  four  of  the  five  cards 
of  the  same  denomination. 

3.  A  Full — Which  is  a  hand  consisting  of 


RULES  FOE  PLAYING  DRAW  POKER.   143 

three  cards  of  the  same  denomination  and  two 
of  likewise  equal  denomination. 

4.  A  Flush — Which  is  all  five  cards  of  the 
same  suit. 

5.  A  Sequence* — Which  is  all  five  cards 
not  of  the  same  suit  but  all  in  sequence.  [In 
computing  the  value  of  a  sequence,  an  ace 
counts  either  as  the  highest  or  lowest  card, 
that  is,  below  a  deuce  or  above  a  king.] 

6.  Threes — Which  is  three  cards  of  the 
same  denomination,  but  the  other  two  of  dif- 
ferent denominations  from  each  other. 

7.  Two  pairs. 

8.  One  pair. 

9.  When  a  hand  has  neither  of  the  above, 
the  count  is  by  the  cards  of  highest  value  or 
denomination. 

When  parties,  opposed,  each  holds  a  pair, 
the  highest  pair  wins,  and  the  same  when 
each  party  holds  threes  or  fours. 

When    each   party   holds   two    pairs,   the 

*  Many  experts  rate  threes  in  relative  value  above  a 
sequence,  but  the  better  opinion  is  that  a  sequence  should 
rank  first,  as  being  in  itself  one  of  the  complete  hands. 


144   RULES  FOR  PLAYING  DRAW  POKER. 

highest  pair  of  the  two  determines  the  relative 
value  of  the  hands. 

When  each  party  holds  a  sequence,  the 
hand  commencing  with  the  highest  card  in 
sequence  wins;  so  also  when  two  or  more 
parties  hold  flushes  against  each  other. 

That  "full"  counts  highest  of  which  the 
three  cards  of  the  same  denomination  are  high- 
est. The  two  cards  of  the  same  denomination 
help  only  to  constitute  the  full,  but  do  not 
add  to  the  value  of  the  hand. 

When  hands  are  equal  so  far  that  each 
party  holds  a  pair,  or  two  pairs,  of  exactly 
the  same  value,  then  the  next  highest  card  or 
cards  in  each  hand,  must  be  compared  with 
the  next  highest  card  or  cards  in  the  other 
hand,  to  determine  which  wins. 

In  case  of  the  highest  hands  (which  very 
seldom  occurs)  being  exactly  equal  the  pool  is 
divided. 

The  main  elements  of  success  in  the  game 
are:  (1)  good  luck;  (2)  good  cards;  (3)  plenty 
of  cheek  ;  and  (4)  good  temper.